Wands talents
Counter-spell
You can counter the effects of sorcery with an effort of will. There are two applications for this talent:
You can stop enemy sorcerers from casting spells in battle. During Challenges, if you can perceive a sorcerer casting a spell, you may spend a Resolve to Speak Incantations as an interrupt.
If your Speak Incantations value is greater than the enemy sorcerer’s total value, their spell fizzles out.
If your Speak Incantations value is equal to or less than the enemy’s total value, the spell fizzles out but you must draw on the maleficence table as the magic goes awry.
You can negate a spell already in play. You may spend a Resolve to immediately end the ongoing effects of a spell.
Dwimmercraft
Suffused with the arcane arts, you can perform small (but meaningful) expressions of magic. You may perform the following minor effects:
You may levitate an object in your zone that weighs about 10 lbs. and that fits comfortably in one hand. You have no fine motor control over this effect, but can bring things to you, lift them up, or push them away.
You may conjure a showy, harmless, and obviously magical illusion—a shower of sparks, a colorful rainbow stretched between your hands, a flickering image of your first love.
You conjure a simple illusion of something that you can hold in one hand. Anybody that tries to interact with this object will realize it’s an illusion, but the sight of it is fairly convincing.
Additionally, by spending a Resolve, you can focus your second sight for a watch. Second sight allows you to see invisible and Shrouded things. You can perceive the true form of any illusion. You can automatically tell when things are magical or under enchantment. You can also tell if somebody else is a sorcerer.
Using this talent during a Challenge counts as a miscellaneous action.
Gramarye
You have learned how to draw on the energies of the far realms. Using this talent, you can release a blast of magical energy up to one zone away through an archwood wand, doing damage as a weapon. During Challenges, Attacks with your wand count as Wands actions.
Additionally, you gain a new Camp Action: Make a Pact. When you Make a Pact, choose to observe one or more pacts from the facing page.
Magic of the Wastes
You may cast spells of the Wastes. The Wastes are a grim place of death and decay. Spells of this realm deal with matters of undeath, spread fear, or cause harm.
Magic of the Weald
You may cast spells of the Weald. The Weald is a verdant and wild place. Spells of this realm affect the elements, command beasts, and reshape the natural world.
Magic of the Weird
You may cast spells of the Weird. The Weird is a place of dream, untouched by sanity. Spells of this realm affect one’s mind and emotions, conjure illusions, and bend reality.
Magic of the Welkin
You may cast spells of the Welkin. The Welkin is a bright and holy place. Spells of this realm deal with angels, provide healing and protection, and invoke an awful wonder.