Index | Time Under Chaos | Creating a Character | Sorcery Power | Advanced Spells
The following spells are those that an experienced Sorceror might choose to acquire. Spells that are to be stored for later use must be either memorized by the caster, or "hung" in some way.
In addition to the different Schools, there are two types of spells: Invasive and Non-Invasive.
INVASIVE MAGIC SPELLS
Spells where the magic is brought forth directly inside of the target or victim. Typical invasive spells are attack oriented, and attempt to alter or change the victim. Note that the "victim" of any Invasive spell can choose to open themselves to it, negating the need for superior Psyche.
NON-INVASIVE MAGIC SPELLS
Spells which may be defensive, or do not involve 'invading' another person.
Note about Manipulation Spells:
Like all Invasive spells, utilizing Manipulations spells that alter the target’s thoughts (Influence, Puppeteer, False Memory, etc) requires some form of mind to mind Psychic link be established. The mental link can be achieved in the usual ways; by a physical touch, Mindlink, by a Trump contact, by a Logrus Tendril, etc. Please note that this Link can go both ways. Even as you’re manipulating your victim, they might be doing something to you as well. Don’t attempt these spells unless you KNOW you will achieve a Psychic Advantage.
Every spell is broken down as follows:
Complexity: Basic/Advanced
Type: Invasive/Noninvasive
School: Alteration/Conjuration/Destruction/Manipulation/Perception
Base Range: Touch/Personal/LOS(Line-of-Sight)/Shadow/Trans-Shadow
Base Duration: Instant/Timed/Sustained/Permanent
Base Cast Times: Normal casting time (minutes)/ If hung (seconds)
Lynchpins: (Additional time per lynchpin)/Possible lynchpins
ALTERATION (ADVANCED)
Advanced Spell: Animal Form
Complexity: Difficult
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Timed
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Name of Target, Description of Target, Variation, Duration, Degree of Effect (advanced), Dispel Word (advanced)
This spell allows the caster to take the form of a normal, human-sized animal and retain their full consciousness. They will possess all the physical characteristics and abilities of the animal chosen. The spell does not, however, change their clothing or worn items. This spell will last for a predetermined Duration. NOTE: The Dispel Word isn’t actually spoken; it simply dispels the form at the time of the caster’s choice. The Degree of Effect allows the caster to alter their size to become larger or smaller than human-sized (i.e. become a horse or a crow).
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Advanced Spell: Bodily Defense
Complexity: Difficult
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Degree of Effect, Limit of Effect
This spell fills the body with magical energy devoted to blocking out external influences. Although the spell can be tailored for any specific threat, the basic spell is designed to work against Magic, Trump, Logrus, and/or Pattern. Of course, superior Psyche can rip this defense apart.
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Advanced Spell: Charm
Complexity: Difficult
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Permanent
Base Cast Times: 60min/15sec
Lynchpins: +10min/ Magic of Shadow, Description of Target, Duration, Linked Dispel Word (advanced), Variation (advanced)
This subtle spell is commonly cast on a garment or piece of jewelry. When the cater wears the item, they give off an illusion of being more attractive to anyone with LOS of the object. Because of its linked nature, the spell can last for years as long as it remains in its Shadow of origin. It can also be negated through the typical anti-magic measures. Furthermore, the object’s linked nature could allow others to cast sympathetic magic through it; so it should rarely be out of the caster’s possession.
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Advanced Spell: Deep Freeze
Complexity: Difficult
Type: Noninvasive
School: Alteration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Location of Target, Area of Effect, Variation
This spells alters a small region of Shadow, dropping its ambient temperature to near absolute zero in a matter of seconds. The result can be devastating to anything caught in this zone; soft tissue will be freeze-dried, metal will crack, plastic and glass will shatter, etc. High endurance or quick reactions can help survive this spell’s effects. The effects are Instant, so the temperature immediately returns to normal with the usual results.
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Advanced Spell: Diamond Trap
Complexity: Difficult
Type: Noninvasive
School: Alteration
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 90min/20sec
Lynchpins: +15min/Magic of Shadow, Description of Target, Location of Target, Area of Effect, Variation, Degree of Effect, Dispel Word (advanced)
This entrapment spell surrounds the target with an inescapable bubble by transforming the air molecules around the target into the Shadow’s hardest crystal. This bubble is invulnerable to conventional forces, through which various types of energy (Magic, Trump, Logrus, and/or Pattern; determined by the Sorcerer) cannot pass. It should be noted that air inside the bubble will eventually be used up and the victim could possibly die of carbon dioxide poisoning if the spell is sustained long enough.
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Advanced Spell: Heal Severe Wounds
Complexity: Difficult
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Instant
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Variation, Degree of Effect, Name of Target (advanced), Range (advanced)
This advanced version of the Heal Minor Wounds spell, this spell allows the healing of serious and life-threatening wounds (such as major fractures, internal bleeding, penetrating wounds, brain injury, etc). By altering the Range to Touch, this spell can be cast on another person (who is always considered to be willing).
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Advanced Spell: Levitate
Complexity: Difficult
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Variation, Degree of Effect, Location of Caster, Dispel Word (advanced) \\
The simplest form of magical flight, this spell allows the caster to negate the effects of gravity. Through force of will, they can slowly guide themselves along. They float like a balloon otherwise. In either case, however, the movement is so slow and laborious that the Sorcerer will make a tempting target for archers and the like. Although its use rare, the Dispel Word immediately negates this effect and the character plummets downward.
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Advanced Spell: Mythical Form
Complexity: Challenging
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Timed
Base Cast Times: 120min/15sec
Lynchpins: +20min/Magic of Shadow, Name of Target, Description of Target, Variation, Duration, Degree of Effect (advanced), Dispel Word (advanced)
This spell allows the caster to take the form of any creature, including mythical creatures (such as wyverns, centaurs, kelpies, etc). They will possess all the physical characteristics and abilities of the form chosen. The spell does not, however, change their clothing or worn items. This spell will last for a predetermined Duration. NOTE: The Dispel Word isn’t actually spoken; it simply dispels the form at the time of the caster’s choice. The Degree of Effect allows the caster to alter their size to become larger or smaller than human-sized (otherwise you’ll be a dinky, little dragon).
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Advanced Spell: Stone Binding
Complexity: Difficult
Type: Invasive
School: Alteration
Base Range: LOS
Base Duration: Timed
Base Cast Times: 90min/20sec
Lynchpins: +15min/Magic of Shadow, Limit of Effect, Description of Target, Duration, Location of Target
This spell dramatically alters the time rate inside the victim, so they are slowed down into immobility, relative to their environment. The resulting statue remains this way indefinitely, in any one Shadow. Getting rid of the spell is fairly simple. A touch of Pattern or Logrus power will easily dispel the binding. Likewise, moving the "statue" around in Shadow tends to decay the magic, so that the spell will wear off in a few hours.
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CONJURATION (ADVANCED)
Advanced Spell: Bubbles of Feeling
Complexity: Difficult
Type: Invasive
School: Conjuration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Variation, Active Control, Limit of Effect, Dispel Word (advanced), Area of Effect (advanced)
With this odd spell, bubbles stream from the caster’s hands, and swirl around the target. Each bubble contains a concentration of feelings, captured from some place in Shadow where psyche is broadcast, so that a strong emotion is emitted when a bubble bursts. The closer the burst, the more likely the victim will be affected. One by one, the bubbles will swoop in, strike the target, and burst. The target will then feel whatever emotions he or she would feel, if that event had just happened to him or her. Basically, this is a distraction spell, keeping the victim from concentrating properly on fighting, spell-casting, power-summoning, or quick movement.
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Advanced Spell: Burning Hands
Complexity: Difficult
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Active Control, Linked Range Degree of Effect, Dispel Word
The caster summons several tendrils of magical flame from their fingertips, that they can then wield like weapons. Although they can strike and entangle like whips, these ‘hands’ are guided so they can strike easier. Foes struck by these hands will be severely burned and blistered. A grappled victim will take sustained fire damage, possibly igniting anything flammable they carry. Like any weapon, using Burning Hands is based on Warfare; although a higher Psyche may allow for increased skill at using them.
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Advanced Spell: Chaos Storm
Complexity: Advanced
Type: Invasive
School: Conjuration
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 1 day/90sec
Lynchpins: +60min/Magic of Shadow, Description of Target, Area of Effect, Linked, Location of Caster, Location of Target, Dispel Word, Name of Target (advanced)
This devastating spell creates a temporary connection to the Pit of Chaos; a horrible region that is Chaos’ equivalent to the primary plane. It is infested with bodiless creatures of infinite malice and hunger. These specters and wraiths swarm around the area, infesting everything and everyone with their destructive influence. The weak-willed will be driven into a mad display of violence and self-destruction until finally their very souls are consumed by Chaos. Fueled by the possessing spirits, these poor victims will be nearly unstoppable, literally fighting until their heart or brain is destroyed. Once the spell is dispelled, the people will return to ‘normal’ although mental scarring from the experience could be permanent. NOTE: For obvious reasons, use of this spell is frowned upon and only the most heartless Sorcerer will utilize it.
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Advanced Spell: Confusion Storm
Complexity: Challenging
Type: Invasive
School: Conjuration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 120min/30sec
Lynchpins: +20min/Magic of Shadow, Description of Target, Area of Effect, Linked Location of Caster, Location of Target, Name of Target (advanced)
This spells creates a wide-spread storm of wild physic energy: the thoughts, emotions, sensations, and memories from all the inhabitants of the Shadow the Sorcerer originated. Like a hurricane, this storm bombards anyone caught in its radius of effect with a barrage of unintelligible images and thoughts. If a Psychic Advantage is achieved, the victims are completely overwhelmed and cannot form a single thought. Extended exposure to a Confusion Storm can cause insanity in the weak-minded.
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Advanced Spell: Defensive Psychic Ward
Complexity: Difficult
Type: Noninvasive
School: Conjuration
Base Range: Touch
Base Duration: Permanent
Base Cast Times: 60min/15sec
Lynchpins: +15min/Magic of Shadow, Description of Target, Limit of Effect, Degree of Effect, Linked Dispel Word (advanced)
Once this spell is cast on a doorway, on walls, or simply as a circle drawn on the ground, it creates a Psyche barrier to any who attempt to pass. Creatures of less than Amber Psyche will be unable to pass the barrier. If left untended, the Ward has the equivalent Psyche of an Amberite, and can be forced in about as long as it would take the intruder to make a Trump contact. However, because the Ward is Linked to the mind of the caster, or one who the caster chooses, in which case anyone attempting to force the Ward would end up in a direct mind to mind link.
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Advanced Spell: Fire Fountain
Complexity: Difficult
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Degree of Effect, Active Control, Range, Variation (advanced), Location of Target (advanced)
The Sorcerer can point, and a literal fountain of burning liquid spurts from the pointing finger. This is rather like a magical flame thrower, and as such cannot go around corners and is blocked by obstacles. The burning liquid will stick to skin, scales, clothing, etc., and continue burning for several minutes. NOTE: A Variation of this spell allows the Sorcerer to point at the ground, anywhere within sight range, and the fountain will spring up from that point. This variation requires the lynchpins V and Location of Target.
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Advanced Spell: Lightning Bolt
Complexity: Difficult
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Range, Degree of Effect, Active Control (advanced)
This spell creates a bolt of lightning that blasts its target with electricity. Depending on the Degree of Effect, the victim can be merely knocked unconscious with minor burns or totally incinerated. Because of its conductive effects, the blast of the bolt can spread and damage others nearby (just like normal lightning).
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Advanced Spell: Patten/Logrus Bolt
Complexity: Challenging
Type: Invasive
School: Conjuration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 120min/30sec
Lynchpins: +20min/Magic of Shadow, Description of Target, Range, Degree of Effect, Active Control (advanced), Area of Effect (advanced), Name of Target (advanced)
This spell summons a directed bolt of Pattern or Logrus that can tear the fabric of Reality apart; not to mention the poor sod standing the bolt’s path. Obviously, the effects of Pattern or Logrus striking their opposite can be devastating, creating a sizable and violent explosion. Unlike the Power, however, the effect isn’t Linked to the Sorcerer so there is no backlash from the contact. NOTE: The Sorcerer must possess a minimum 3 levels in Pattern/Logrus to utilize this spell. SIDegree of Effect-NOTE: As tempting as firing an area-effect Pattern bolt into a crowded mass of Chaosians may be, the resulting resonance explosion will very likely take out the caster as well… not to mention a sizable chuck of the countryside (can you say ‘Tac-Nuke’?).
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Advanced Spell: Permanent Barrier\\
Complexity: Challenging
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Permanent
Base Cast Times: 120min/30sec
Lynchpins: +20min/Magic of Shadow, Linked Range Description of Target, Limit of Effect, Degree of Effect, Area of Effect (advanced), Variation (advanced), Dispel Word (advanced)
As with Barrier, but requires Pattern/Logrus Sorcery. Once the spell is completed, a permanent Barrier is created. It cannot be destroyed by normal means, but may be Dispelled. Of course, the influence of Pattern or Logrus will still disrupt the Barrier.
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Advanced Spell: Pressurized Lava
Complexity: Difficult
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Active Control, Description of Target, Location of Target, Range, Degree of Effect, Variation (advanced)
This spell creates a very quick opening to a location in Shadow where lava is under high pressure, allows for a chunk of the super-heated rock to blast out from the Sorcerer. The size of the lava chunk is defined by the caster, but anything over 200 pounds is risky because of the intense heat. Hitting, as with all projectiles, depends on the Warfare of the caster. The range is limited by the size, so the biggest chunks travel only a few feet, where a tiny blob can arc out over a couple of hundred feet. NOTE: Any fluid material under pressure can be substituted for the lava by utilizing the Variation lynchpin. For example, sea water or fresh water taken from the depths, rain or wind from a Shadow with great air pressure, even liquid sulphur, mercury, or white-hot iron.
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Advanced Spell: Teleport
Complexity: Difficult
Type: Noninvasive
School: Conjuration
Base Range: Personal
Base Duration: Instant
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Location of Caster, Location of Target, Area of Effect (advanced), Variation (advanced)
This spell transports the Sorcerer, as well as others, to a specified location within their Shadow. This teleportation is usually done to a location the Sorcerer knows or has seen. Otherwise they risk teleporting directly into an object or person. NOTE: Variations of this spell allow the caster to teleport even if they are in contact with an object (such as if they are bound) or if they wish to carry several people or materials with them.
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Advanced Spell: Psychic Barrier
Complexity: Difficult
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Range, Description of Target, Limit of Effect, Degree of Effect, Linked, Area of Effect (advanced), Variation (advanced)
This spells functions exactly like the Barrier spell, but is now resistant to Powers. However, the Sorcerer must have Pattern/Logrus Sorcery to properly power this barrier.
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ADVANCED (DESTRUCTION)
Advanced Spell: Chains of Deliverance
Complexity: Difficult
Type: Invasive
School: Destruction
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Active Control, Linked, Dispel Word, Degree of Effect (advanced)
This spells creates a web of living, twisting, viciously-hooked chains, which envelop the target and draw him/her/it toward the caster. In addition, the chains drain the target’s magical energy, effectively destroying hung spells the victim may have (which is why it is under the School of Destruction). Characters with Chaos strength or less will be unable to break the chains; those of Amber strength will have difficulty (obviously, this spell would be nigh ineffective against Gerard). If the caster gains Psychic Advantage, they may destroy one hung spell per round. NOTE: Degree of Effect may be used to cause extreme pain, in addition to the usual effects.
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Advanced Spell: Gravedigger
Complexity: Difficult
Type: Noninvasive
School: Destruction
Base Range: LOS
Base Duration: Instant
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Location of Target, Variation, Area of Effect, Degree of Effect, Dispel Word (advanced)
This spell requires the presence of actual earthen ground, so cannot be cast within a structure, solid rock, or in Tirzna Nog’th, for example. The caster points at the ground, and the earth beneath the target dissolves into nothingness, creating a void 10 feet wide by 10 feet high, by 10 feet deep. Unless the target is able to avoid this, they will fall into the pit (typically stunning themselves in the process. The earthen walls then collapse to fill the void, burying the victim alive.
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Advanced Spell: Heartstopper
Complexity: Difficult
Type: Invasive
School: Destruction
Base Range: LOS
Base Duration: Instant
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Range, Degree of Effect, Dispel Word (advanced), Name of Target (advanced), Linked (advanced), Location of Target (advanced), Location of Caster (advanced)
This nasty spell releases entropic energy into the victim’s heart, disrupting its natural rhythm and, in effect, stopping it. Those with Human Endurance will simply collapse and die. A Chaos ranked Endurance character will suffer the equivalent of a heart attack, requiring a week of bed rest to recover. For characters of Amber or better Endurance, the effects will be alarming, roughly equal to a sudden blackout, but harmless in the long run. The Dispel Word can be used to restart the victim’s heart, but the damage will still be done. Heart-attacks are not something you jump up from.
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Advanced Spell: Immolate
Complexity: Challenging
Type: Invasive
School: Destruction
Base Range: LOS
Base Duration: Instant
Base Cast Times: 120min/30sec
Lynchpins: +20min/Magic of Shadow, Description of Target, Range, Dispel Word (advanced), Name of Target (advanced), Location of Target (advanced), Location of Caster (advanced)
This truly hideous spell causes all the molecules within the victim to accelerate to the point of ignition. Thus, the victim literally burns from the inside out and bursts into flames. Even worse, because of this combustion is internal, it is nearly impossible to extinguish it (except by the Dispel Word). Unlike ‘spontaneous combustion,’ in which the body melts like a candle, this heat is so great that it can ignite anything flammable in the victim’s proximity. Even victims with the highest ranges of Endurance will be horribly wounded, if not killed outright, by this spell.
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Advanced Spell: Magical Drain
Complexity: Difficult
Type: Noninvasive
School: Destruction
Base Range: LOS
Base Duration: Timed
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Range, Duration, Area of Effect, Degree of Effect, Variation, Dispel Word (advanced)
This spell creates a hole in Shadow through which all loose magic is drained away. Effectively limits the magic in an area, up to two miles in diameter, where spells will be drained as they are cast, or as lynchpins are inserted, or, for those successfully cast, any magical energies they generate. The drain can become made self-sustaining, if left active for too long, so the more magic the spell drains, the longer it lasts. Although it can be dispelled by other energies, dispelling a Magic Drain with magic is near impossible, since the magic just goes away. So, this can become as hazardous to the Sorcerer as their enemies.
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Advanced Spell: Paralysis
Complexity: Difficult
Type: Invasive
School: Destruction
Base Range: LOS
Base Duration: Timed
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Dispel Word, Duration, Range, Name of Target (advanced), Location of Target (advanced), Linked (advanced)
A variant on the Sleep spell, this spell locks the target’s voluntary muscles into spasm, preventing them from moving, casting spells, etc. The Sorcerer can determine the length of this paralysis, but superior Endurance of the victim will greatly shorten this. Since the spell doesn’t affect the involuntary muscles, the target continues to breathe, pump blood, or whatever life-sustaining activities are normal for it. They, of course, remain conscious throughout the experience.
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Advanced Spell: Stonefire
Complexity: Difficult
Type: Noninvasive
School: Destruction
Base Range: LOS
Base Duration: Instant
Base Cast Times: 60min/15secs
Lynchpins: +10min/Magic of Shadow, Description of Target, Area of Effect, Dispel Word (advanced)
This spells causes natural stone in the affected area to combust and burn, much like charcoal. This causes intense heat, flame, choking smoke, as well as shrapnel as rocks explode from their internal heat. As long as there is ‘fuel’ in the affected area, the fire will continue to burn. Setting ‘fire’ to stone structures will cause them to eventually collapse into ash, which will cause even more devastation.
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Advanced Spell: Unweaving
Complexity: Difficult
Type: Invasive
School: Destruction
Base Range: LOS
Base Duration: Instant
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Linked Dispel Word, Variation, Range
Most effective against Shape Shifters, the spell forcibly breaks the victim into component parts. It causes the body to fall apart into a number of simple organisms, each representing one of the Shape Shifter’s usual forms. Each of these sub-creatures is about a foot tall, and quite harmless. In fact, since none of them is much more intelligent than a rabbit, they aren’t likely to harm anybody. The more talented the affected Shape Shifter, the quicker they can grow back together; but more talented Shape Shifters will tend to have a lot more component creatures to reabsorb. Non-Shape Shifters will only feel confusion at the impulse to sub-divide.
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Advanced Spell: Wall of Decay
Complexity: Difficult
Type: Noninvasive
School: Destruction
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/ Magic of Shadow, Range Description of Target, Variation, Linked Degree of Effect, Area of Effect
By accessing the Logrus, the Sorcerer creates a zone of pure entropy in front of them. Any inanimate object moving through this ‘curtain’ becomes unstable and is torn apart by the forces of decay. By the time they exit the other side of the curtain, the items will have been reduced to their component matter, nothing more than a fine, grey ash. This can obviously frustrate people with ranged weapons, as well as people passing through the field (as all their belongings turn to dust). NOTE: The Sorcerer must have access to Chaos level 7.
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Advanced Spell: Well of Blackness
Complexity: Difficult
Type: Invasive
School: Destruction
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Range, Location of Target, Degree of Effect, Dispel Word, Name of Target (advanced), Linked (advanced), Location of Caster (advanced)
Blocks off all of the target’s senses, leaving them alone in blackness and utter silence. Targets with Human psyche may be driven insane if this spell is kept on them long enough; targets with higher Psyche are merely inconvenienced (and may, in fact, be able to locate their opponents using other “senses”).
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MANIPULATION (ADVANCED)
Note about Manipulation Spells: Like all Invasive spells, utilizing Manipulations spells that alter the target’s thoughts (Influence, Puppeteer, False Memory, etc) requires some form of mind to mind Psychic link be established. The mental link can be achieved in the usual ways; by a physical touch, Mindlink, by a Trump contact, by a Logrus Tendril, etc. Please note that this Link can go both ways. Even as you’re manipulating your victim, they might be doing something to you as well. Don’t attempt these spells unless you KNOW you will achieve a Psychic Advantage.
Advanced Spell: Dominate Emotion
Complexity: Challenging
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Permanent
Base Cast Times: 120min/30sec
Lynchpins: +20min/ Magic of Shadow, Name of Target, Description of Target, Dispel Word, Location of Target, Variation, Degree of Effect (advanced), Location of Target (advanced), Location of Caster (advanced)
An advanced version of Control Emotion, this spell creates a permanent emotion in the victim. The emotion may degrade over time depending on the victim’s intrinsic nature, but otherwise will remain with them until Dispelled.
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Advanced Spell: False Memory
Complexity: Difficult
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Permanent
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Linked Variation, Name of Target (advanced) Dispel Word (advanced), Range (advanced)
A memory, either created by the Sorcerer, or taken from someone else through a Psychic impression, is inserted into the mind of the victim. It’s also possible to lay a neutral or blank memory over an existing memory, effectively creating a temporary forgetfulness. This memory is effectively permanent and will remain until the victim has it proven otherwise. Even then, they may doubt the ‘truth,’ as the False Memory is so intrinsically linked to their Psyche. The more remote the false memory, and the less it jars with the victim’s experiences and other memories, the more likely it is to last. For example, inserting a distant memory of childhood (being frightened by someone, or befriended by a particular creature), which would be foggy anyway, is a lot easier to pull off than trying to replace last night’s dinner conversation. Because personality and thought are usually guided by memory and experience, the victim should attempt to role-play in a manner appropriate to the change. For example, creating a memory of being frightened by dogs as a child might cause the character to become leery around dogs from that point forward. NOTE: This spell effectively replaces Compelling: False Memory. As such, the Sorcerer must possess Sorcery level 6 to buy/and or utilize this spell.
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Advanced Spell: Improved Invisibility
Complexity: Difficult
Type: Noninvasive
School: Manipulation
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Degree of Effect, Variation, Area of Effect (advanced), Range (advanced), Name of Target (advanced)
Just as with Invisibility, but the Sorcerer now becomes invisible to all five senses.
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Advanced Spell: Puppeteer
Complexity: Difficult
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/ Magic of Shadow, Description of Target, Location of Target, Location of Caster, Linked Active Control, Range (advanced), Name of Target (advanced)
Much as the name implies, the caster transforms the victim into their puppet. Although the victim retains their consciousness, they effectively become a passenger in their own body. They will, however, be unaware as to the presence responsible for their situation. Furthermore, because of the disjointed nature of this control, the caster cannot fully access the victim’s characteristics, skills, or powers; reducing the effectiveness thereof. Nor do they gain access to the victim’s memories. Finally, their own body remains unconscious and helpless, so they should only perform this spell if preparations have been made prior to casting.
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Advanced Spell: Major Telekinetic Manipulation
Complexity: Difficult
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/ Magic of Shadow, Description of Target, Active Control, Degree of Effect
Exactly like Minor Telekinetic Manipulation, the caster can now manipulate and throw around living targets by gaining a Psychic Advantage. This, obviously, can inflict significant damage to the victim. In addition, multiple objects can now be simultaneously affected (although this effect would be Noninvasive).
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Advanced Spell: Spirit Split
Complexity: Difficult
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 90min/20sec
Lynchpins: +20min/Magic of Shadow, Name of Target, Description of Target, Range, Linked, Location of Target, Location of Caster
When you get right down to it, people are walking bundles of conflicting impulses anyway. Fight, or run away? Fall in love, or go take a cold shower? Everyone lives in an ongoing tension, caught between courage and cowardice, generosity and greed, affection and anger, etc. Spirit Split divides the conflicting impulses into two separate personalities, while still forcing them to inhabit the same body. The target flickers back and forth between (for instance) his combative and his cowardly self on a second-by-second basis, and the result usually is that he can't complete any action. For example, the combative half takes over, and draws his sword; the cowardly half takes over, drops the sword, and turns to run; the combative half takes over, whirls and dives to grab the weapon again; the cowardly half takes over, screams, and crawls full-speed under a nearby table.
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Advanced Spell: Torture
Complexity: Difficult
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Timed
Base Cast Times: 60min/ 15sec
Lynchpins: +10min/ Name of Target, Description of Target, Duration, Dispel Word, Magic of Shadow, Variation, Linked, Degree of Effect (advanced), Range (advanced)
This insidious version of the Stimulation spell creates a hideous illusion used to torment a target. As it is a full sensory experience, even an obvious illusion can inflict terrible punishment on the victim. A high Psyche advantage can cause even the strongest willed victim to relent to questioning.
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PERCEPTION (ADVANCED)
Advanced Spell: Advanced Mindlink
Complexity: Difficult
Type: Invasive
School: Perception
Base Range: Trans-Shadow
Base Duration: Sustained
Base Cast Times: 60min/15sec
Lynchpins: +10min/Magic of Shadow, Name of Target, Description of Target, Location of Target, Location of Caster, Range, Linked, Dispel Word (advanced)
This spell operates exactly like Mindlink, only now it can communicate through Shadow. However, the caster must combine the spell with either Logrus or Pattern to successfully cast this spell—to open a stable conduit through Shadow. They must also know what Shadow the target is currently in.
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