Pluma
Pluma or feathermagic was a form of divine magic practiced by priests of Qotal in Maztica. Feathermagic took its name from the colorful feathers required to work the magic. Feathermagic was used primarily to enchant objects such as feather armor and to create useful magical items such as elevator-like lifts or floating litters to carry a person. Feathermagic was the magic of feathers and air.
Pluma spells:
Arrowflight
Effects
This spell increased the ability to shoot arrows of (depending on the power of the plumaweaver) one or several persons: It allowed them to shoot the projectiles twice as far as usual, and also slightly increased the severity of the wounds inflicted.
Components
Aside from verbal and somatic components, a small amount of downfeather shaped like the fletching of an arrow was needed.
Bafflement
Effects
A caster used this spell to cause confusion and disorientation in an individual they were addressing. The targeted individual became incapable of any rational action, conversation or thought. As a result, they would become quiet, softly mumbling to themselves. If the baffled individual was attacked, the spell was broken. The spell only functioned if the caster was in an active conversation with the targeted individual.
Components
This spell required only verbal and somatic components
Bird charm I
Effects
This spell allowed a caster to summon up to three small birds within 100 yards (91 meters) of the caster. More birds could be summoned as the caster's skill level increased. The most common birds summoned were hummingbirds and parrots. The summoned birds were able to comprehend rudimentary commands and could relay a very short message of up to three words.
Components
In addition to verbal and somatic components, the spell required a material component, a small whistle made of coral. The caster had to carve this whistle themselves. The spell took several days to cast.
Bird charm II
Effects
This spell was a more powerful version of bird charm I. It allowed a caster to summon all types of feathered creatures within 300 yards (274 meters) of the caster. The spell was able to summon a couatl and even owlbears. The spell had no effect on feathered deities. Controlled creatures were able to follow complicated commands and were able to deliver messages of up to 100 words. The controlled creatures would also attack any creature if ordered by the caster.
Components
In addition to verbal and somatic components, the spell required a material component, a small whistle made of jade. The caster had to carve this whistle themself. The whistle took several weeks to carve.
Blossom
Effects
This spell allowed a caster to transform an area to become more fertile and verdant. The spell could transform a stagnant swamp into cropland or dry prairie soil into moist soil. The spell had limitations. If an area was struck with a long drought or was in the middle of a desert, the spell had no effect. The effects of the spell lasted until the end of the season. The spell could be cast in conjunction with other spells such as water summoning.
Components
In addition to verbal and somatic components, the spell required material components, an ear of grain and about a gallon of water. The caster required a full day of concentration before casting the spell.
Breathsense
Effects
This spell allowed a caster to detect the presence of any nearby breathing creatures, large or small. As the caster moved, they were able to detect new creatures as they came into range of the spell. This spell also allowed the caster to determine the approximate size of the detected creatures
Components
This spell only required a verbal component.
Cool
Effects
A caster used this spell to feel comfortable in extreme temperatures, such as the heat of a desert or the oppressive humidity of a jungle. It was often used when a caster had to travel through these areas. The also also offered a bare minimum of protection against natural and magical heat sources.
Components
In addition to verbal and somatic components, the spell required a material components, some down feathers from a duck.
Eagle form
Effects
This spell allowed the caster to transform into an eagle. After the transformation, the caster retained their mental and cognitive functions but were unable to cast further spells or speak and other limitations of their new form. They were able to fly and gained the eyesight of an eagle.
Uses
The spell was only know to the Eagle Knights and master plumaweavers. Learning this spell was considered the crowning achievement of an Eagle Knight.
Components
This spell required only a somatic component.
Elevate I
Effects
When cast, this spell elevated an object crafted with featherweaving into the air. The maximum weight of the object and maximum height it can float was determined by the caster's skill level. The caster was able to move the object around while it was floating.
Components
This spell required only verbal and somatic components.
Elevate II
Effects
The spell was able to levitate objects of considerable weight. The object had to be on a plumalitter. The maximum amount of weight and the height it could be elevated to was determined by the caster's ability. The caster was able to easily move the floating plumalitter around, and it remained still in light winds.
Components
This spell required only verbal and somatic components.
Featherweaving
Effects
This spell was an integral part of a plumaweaver's life. A plumaweaver had to use this spell in order to successfully advance their skill level. As they increased in skill, the size of the required weaving increased in size. Large weavings were used to create featherlifters. The spell had the additional benefit of being extremely relaxing, it even granted minimal healing to the caster.
Casting
To be successfully cast, the caster had to find a quiet, tranquil location where they would not be disturbed. The weave was constructed by working down feathers into a fine mesh of fiber. The end result was a brilliant tapestry of intricate patterns or images.
Components
In addition to verbal and somatic components, the spell required material components, down feathers and a fine fibre mesh.
Fisher's luck
Effects
When cast, this spell summoned all nearby fish. The fish swarmed to the location of the caster, allowing others to be able to continuously net or spear fish. The caster was unable to participate as they had to maintain concentration on the spell or else it was broken. The spell would not function if there was no fish within the spell's area of effect. The spell lasted until the caster broke their concentration or a full day passed.
Components
In addition to verbal and somatic components, the spell required a material component: some fish scales.
Guardian (spell)
Effects
The spell required the caster to select the specific size of creature they wanted to be warned about. The spell did not identify an approaching creature and only alerted of the presence of living creatures, it did not warn of the approach of an undead creature. The spell's warning was able to wake a caster from even a deep restful sleep.
Components
In addition to verbal and somatic components, the spell required a material component: the ears from a bat.
Magic resistance (spell)
Effects
This spell was similar to the minor globe of invulnerability spell. Any magical effect within the spell's range was nullified. This included spells that targeted the caster, magical abilities and magical items and their effects. The spell's effects could be broken by using a dispel magic spell on the affected area.
Components
In addition to verbal and somatic components, the spell required a material component, a small image of Qotal made from clay. This image was destroyed during casting.
Spearflight
Effects
This spell allowed a spearman to hurl javelins or spears farther and with greater force. When cast, any person within 30 yards (27 meters) of the caster gained this ability.
Components
In addition to verbal and somatic components, the spell required a material component: a beak from a hawk.
Stoneflight
Effects
This spell was cast on slingers, allowing them to launch their missiles father and with greater force. This spell could be cast on three individuals at a time. The amount of individuals was determined by the caster's spell level, up to a maximum of thirty people at a time. Any individual had to be within 30 yards (27 meters) of the caster to gain this ability.
Components
In addition to verbal and somatic components, casting this spell required a material component in the form of a small ball made from bird guano.
Warmth
Effects
When cast, this spell protected the caster or a targeted individual from cold. It prevented frostbite, hypothermia and other dangerous effects of an extremely cold climate. The spell also offered minimal protection against magical cold.
Components
In addition to verbal and somatic components, the spell required a material component: a piece of down feather from a goose.
Water move
Effects
A caster used this spell to redirect the flow of moving water, even against the force of gravity. It could only be cast on water that was enclosed, such as in a cave or a pipe, it could not be cast on a river or stream in the open. Water flowed in the desired direction for as long as the spell was in effect. If a water source was connected, such as a pool, the water flowed in the modified direction indefinitely. This spell was often used to provide water to houses located at the higher elevations of a village.
Components
In addition to verbal and somatic components, the spell required a material component: a foot from either a duck or goose.
Water summoning
Effects
A caster used this spell to summon forth water from the ground, even parched earth. The water appeared as a vertical stream, rising up to 4 feet (1.2 meters) in height. The water continued spouting from the ground until the spell expired. The amount of water summoned was determined by the caster's skill level.
Components
This spell required only verbal and somatic components.
Windrider
Effects
This spell allowed a caster to move an object on air or water. As this spell did not provide levitation to an object, an airborne object had to be held up by a force of its own. This spell was able to move objects on which the spells Elevate I or Elevate II were cast on. For the spell to function, the caster had to remain within 10 feet (3 meters) of the object. This distance increased as the caster grew more powerful. A caster could move an object up to 120 feet (36.5 meters) a day. The spell was vulnerable to weather conditions such as strong winds.
Components
In addition to verbal and somatic components, the spell required a material component: a piece of a feather from a vulture.
Pluma spells:
Arrowflight
Effects
This spell increased the ability to shoot arrows of (depending on the power of the plumaweaver) one or several persons: It allowed them to shoot the projectiles twice as far as usual, and also slightly increased the severity of the wounds inflicted.
Components
Aside from verbal and somatic components, a small amount of downfeather shaped like the fletching of an arrow was needed.
Bafflement
Effects
A caster used this spell to cause confusion and disorientation in an individual they were addressing. The targeted individual became incapable of any rational action, conversation or thought. As a result, they would become quiet, softly mumbling to themselves. If the baffled individual was attacked, the spell was broken. The spell only functioned if the caster was in an active conversation with the targeted individual.
Components
This spell required only verbal and somatic components
Bird charm I
Effects
This spell allowed a caster to summon up to three small birds within 100 yards (91 meters) of the caster. More birds could be summoned as the caster's skill level increased. The most common birds summoned were hummingbirds and parrots. The summoned birds were able to comprehend rudimentary commands and could relay a very short message of up to three words.
Components
In addition to verbal and somatic components, the spell required a material component, a small whistle made of coral. The caster had to carve this whistle themselves. The spell took several days to cast.
Bird charm II
Effects
This spell was a more powerful version of bird charm I. It allowed a caster to summon all types of feathered creatures within 300 yards (274 meters) of the caster. The spell was able to summon a couatl and even owlbears. The spell had no effect on feathered deities. Controlled creatures were able to follow complicated commands and were able to deliver messages of up to 100 words. The controlled creatures would also attack any creature if ordered by the caster.
Components
In addition to verbal and somatic components, the spell required a material component, a small whistle made of jade. The caster had to carve this whistle themself. The whistle took several weeks to carve.
Blossom
Effects
This spell allowed a caster to transform an area to become more fertile and verdant. The spell could transform a stagnant swamp into cropland or dry prairie soil into moist soil. The spell had limitations. If an area was struck with a long drought or was in the middle of a desert, the spell had no effect. The effects of the spell lasted until the end of the season. The spell could be cast in conjunction with other spells such as water summoning.
Components
In addition to verbal and somatic components, the spell required material components, an ear of grain and about a gallon of water. The caster required a full day of concentration before casting the spell.
Breathsense
Effects
This spell allowed a caster to detect the presence of any nearby breathing creatures, large or small. As the caster moved, they were able to detect new creatures as they came into range of the spell. This spell also allowed the caster to determine the approximate size of the detected creatures
Components
This spell only required a verbal component.
Cool
Effects
A caster used this spell to feel comfortable in extreme temperatures, such as the heat of a desert or the oppressive humidity of a jungle. It was often used when a caster had to travel through these areas. The also also offered a bare minimum of protection against natural and magical heat sources.
Components
In addition to verbal and somatic components, the spell required a material components, some down feathers from a duck.
Eagle form
Effects
This spell allowed the caster to transform into an eagle. After the transformation, the caster retained their mental and cognitive functions but were unable to cast further spells or speak and other limitations of their new form. They were able to fly and gained the eyesight of an eagle.
Uses
The spell was only know to the Eagle Knights and master plumaweavers. Learning this spell was considered the crowning achievement of an Eagle Knight.
Components
This spell required only a somatic component.
Elevate I
Effects
When cast, this spell elevated an object crafted with featherweaving into the air. The maximum weight of the object and maximum height it can float was determined by the caster's skill level. The caster was able to move the object around while it was floating.
Components
This spell required only verbal and somatic components.
Elevate II
Effects
The spell was able to levitate objects of considerable weight. The object had to be on a plumalitter. The maximum amount of weight and the height it could be elevated to was determined by the caster's ability. The caster was able to easily move the floating plumalitter around, and it remained still in light winds.
Components
This spell required only verbal and somatic components.
Featherweaving
Effects
This spell was an integral part of a plumaweaver's life. A plumaweaver had to use this spell in order to successfully advance their skill level. As they increased in skill, the size of the required weaving increased in size. Large weavings were used to create featherlifters. The spell had the additional benefit of being extremely relaxing, it even granted minimal healing to the caster.
Casting
To be successfully cast, the caster had to find a quiet, tranquil location where they would not be disturbed. The weave was constructed by working down feathers into a fine mesh of fiber. The end result was a brilliant tapestry of intricate patterns or images.
Components
In addition to verbal and somatic components, the spell required material components, down feathers and a fine fibre mesh.
Fisher's luck
Effects
When cast, this spell summoned all nearby fish. The fish swarmed to the location of the caster, allowing others to be able to continuously net or spear fish. The caster was unable to participate as they had to maintain concentration on the spell or else it was broken. The spell would not function if there was no fish within the spell's area of effect. The spell lasted until the caster broke their concentration or a full day passed.
Components
In addition to verbal and somatic components, the spell required a material component: some fish scales.
Guardian (spell)
Effects
The spell required the caster to select the specific size of creature they wanted to be warned about. The spell did not identify an approaching creature and only alerted of the presence of living creatures, it did not warn of the approach of an undead creature. The spell's warning was able to wake a caster from even a deep restful sleep.
Components
In addition to verbal and somatic components, the spell required a material component: the ears from a bat.
Magic resistance (spell)
Effects
This spell was similar to the minor globe of invulnerability spell. Any magical effect within the spell's range was nullified. This included spells that targeted the caster, magical abilities and magical items and their effects. The spell's effects could be broken by using a dispel magic spell on the affected area.
Components
In addition to verbal and somatic components, the spell required a material component, a small image of Qotal made from clay. This image was destroyed during casting.
Spearflight
Effects
This spell allowed a spearman to hurl javelins or spears farther and with greater force. When cast, any person within 30 yards (27 meters) of the caster gained this ability.
Components
In addition to verbal and somatic components, the spell required a material component: a beak from a hawk.
Stoneflight
Effects
This spell was cast on slingers, allowing them to launch their missiles father and with greater force. This spell could be cast on three individuals at a time. The amount of individuals was determined by the caster's spell level, up to a maximum of thirty people at a time. Any individual had to be within 30 yards (27 meters) of the caster to gain this ability.
Components
In addition to verbal and somatic components, casting this spell required a material component in the form of a small ball made from bird guano.
Warmth
Effects
When cast, this spell protected the caster or a targeted individual from cold. It prevented frostbite, hypothermia and other dangerous effects of an extremely cold climate. The spell also offered minimal protection against magical cold.
Components
In addition to verbal and somatic components, the spell required a material component: a piece of down feather from a goose.
Water move
Effects
A caster used this spell to redirect the flow of moving water, even against the force of gravity. It could only be cast on water that was enclosed, such as in a cave or a pipe, it could not be cast on a river or stream in the open. Water flowed in the desired direction for as long as the spell was in effect. If a water source was connected, such as a pool, the water flowed in the modified direction indefinitely. This spell was often used to provide water to houses located at the higher elevations of a village.
Components
In addition to verbal and somatic components, the spell required a material component: a foot from either a duck or goose.
Water summoning
Effects
A caster used this spell to summon forth water from the ground, even parched earth. The water appeared as a vertical stream, rising up to 4 feet (1.2 meters) in height. The water continued spouting from the ground until the spell expired. The amount of water summoned was determined by the caster's skill level.
Components
This spell required only verbal and somatic components.
Windrider
Effects
This spell allowed a caster to move an object on air or water. As this spell did not provide levitation to an object, an airborne object had to be held up by a force of its own. This spell was able to move objects on which the spells Elevate I or Elevate II were cast on. For the spell to function, the caster had to remain within 10 feet (3 meters) of the object. This distance increased as the caster grew more powerful. A caster could move an object up to 120 feet (36.5 meters) a day. The spell was vulnerable to weather conditions such as strong winds.
Components
In addition to verbal and somatic components, the spell required a material component: a piece of a feather from a vulture.
Related School
Pluma

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