-Latent spells are a special enough to require a detailed explanation of their mechanics. Basically, they are beneficial spells that are cast upon a creature to aid, protect or augment him in some way or fashion. Latent spells last for an entire moon (the whole event) unless dispelled, stolen or otherwise removed through a magical manner in-game.
Who can I cast Latent Spells on?
-The nature of magic is that it is temporary and fleeting unless special bonds are made. Thus, certain temporary effects can be cast on other people by a spell-caster, but the long-lasting effects of a Latent spell require special considerations. Generally speaking, any spell-caster can cast a Latent spell upon himself (although he still requires a Glyphic Cipher).
- Priests: Priests can only place Latent effects on the Chosen of their god. Priest can make Chosen of other folk, but those characters that are already the Chosen of a different god must pay a dear price to change religions.
- Sorcerers: Being generally selfish, Sorcerers can only place Latent effects upon themselves unless they use Eldritch Grafts. These Grafts are special and powerful latent spells that can be placed on others at great cost.
- Witches: Witches can only place Latent effects upon themselves or those to whom they have given their mark. The Favor of the Spirit skill allows a Witch to grant their mark to a limited amount of allies.
Latent spells and Glyphs: In order to cast a latent spell, you must place that spell upon what is called a Glyphic Cipher or a Glyph. The physical representation (phys rep) of a Glyph is a specially prepared 3x5 index card with the official Seventh Kingdom mark upon it. A prepared glyph contains the following:
- The Spell's Name (Topmost left)
- The Spell's Effect (Second entry; make sure to list all the parameters of the effect)
- The Name of the Spell's Caster (arrow) the True Name of the Spell's Target (Bottom left; put Self as Target or leave blank on certain spells) (ex: Jorgen Blightcaller ---> Selrick the Damned)
- Month/Period it was cast (bottom right) (ex: Dec/P1 or Nov/P3)
- The CSN of the Glyph's creator (top right)
The information placed inside a glyph must be utterly accurate or the Glyph’s bearer cannot benefit from its possession.
You may receive Glyphic Ciphers from certain NPCs (such as the inn-keeper or the lore-keeper) and players with the scholar profession.
You may place a spell upon a glyph only while near an active Ark-Stone. The Ark-Stone that Annie's Inn is built upon is always active, allowing you to create a glyph while inside the structure. There are Ark-Stones in the wilderness that activate at random, usually when certain NPCs are around.
Limits of Latent Spells:
-The Burden of Magic: A latent spell is considered a latent effect when accounting for how many you can have upon yourself; you can only have a maximum of three latent effects upon yourself, although this limit is increased as you gain levels of experience.
So long as a spell’s glyph remains upon your person, you can benefit from that glyph spell. A character benefits from a latent effect for one month (moon) and only for so long as he has that latent spell’s glyph upon his person.
Since they count as latent effects, you may only have up to three active Glyphs upon you (Glyphs that have you as a target of their benefits, not unactivated Glyphs) at first level. At 5th level (75+ build), this limit is increased to up to 5 latent effects. At 10th level (150+ build), this limit grows to its maximum at 7 latent effects.
Types of Latent Spells:
-Latent Augment: This spell bolsters the target’s abilities in some way, shape or form.
-Latent Shielding: This type of latent spell grants AP (armor points) to a character. With only a few exceptions, this does not stack with worn armor or AP from any other source. When depleted, these AP regenerate after a short rest.
Latent Defense: Also called a Warding, this type of latent spell protects against a specified effect. From time to time, this type of spell may be invoked to negate the effect it protects against. A spell that is said to be a “Pain Defense” can be invoked to negate a Pain effect. To successfully negate an attack with a warding, you must invoke the defense spell no more than 5 seconds after the attack upon you has landed.
Latent Defenses have a limit to how often they can be invoked, such as once an hour or once every 10 minutes.
Latent Attack: This type of latent spell lays dormant until the recipient of the spell is damaged. At that point, the spell allows for swift and deadly retribution by allowing the recipient to throw a spell-packet at his assailant and either place a debilitating effect or inflict damage.
Latent Detect: This type of latent spell may be invoked to allow the Spell-caster to pierce a Deception or a Disguise. Alternatively a Latent Detection spell may allow a character access to information cards that may only be read by characters with certain skills (the Lore of the Pit spell allows a character to read any Lore card, whether they have that particular Lore skill or not).
Eldritch Graft: Grafts are a type of latent spell specific to Sorcerers that allow them to bind the essence of an undead, demonic or shadow creature to a host creature. This not only augments the host’s abilities but also allows the otherworldly essence to control the host if the host is in a critical condition (near death).


