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Basic Spells

Index | Time Under Chaos | Creating a Character | Sorcery Power | Basic Spells

The following spells are those typically available to the beginning Sorcerer; taught at most centers of hermetic learning. Basic spells can be cast with few arcane preparations beyond the usual runic symbols or incantations. Spells being stored for later use must first be Invoked by the caster and then “hung” in some way.

In addition to the different Schools, there are two types of spells: Invasive and Non-Invasive.

INVASIVE MAGIC SPELLS
Invasive spells create a magical effect that causes an ‘internal’ change and/or injury to the target or victim; eg. causing internal hemorrhaging, creating a mental link, or altering someone’s thoughts or perception. 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
Non-invasive spells create an external change or effect, or alter the caster themselves in some manner; eg. creating a fireball, summoning shadows, or turn a sorcerer invisible. These spells do not require the caster to penetrate the target’s psychic defenses, but other defenses may apply (such as armour).

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

Basic Spells
Alteration Conjuration Destruction Manipulation Perception
Alter Aspect, Object Barrier Attribute Drain Coercion Analyze Power
Antitoxin Create Gateway Brittle Skin Control Animal Combat Sense
Armour Dazzle Collapse Control Animal, Mass Detect Enemies
Cure Disease Earth Snare Dispel Fog Control Emotion Detect Life
Defensive Material Envenom Sleep Coral Growth Detect Power
Heal Minor Wounds Forge's Flame Drown Easy Passage Mindlink
Imperfect Disguise Light Harness the Earth Sound Capture
Oven Mana Bolt Harness the Flames
Preserve Protective Storm Harness the Void
Resist Pain Oxygenate Harness the Waves
Slowfall Rebma's Kiss Harness the Void
Stabilize Replicate Shadow Object Illusionary Persona
Stunning Bolt Influence
Sonic Blast Invisibility
Wrack Stimulation
Telekinetic Manipulation, Minor
Knock

ALTERATION (BASIC)

Basic Spell: Alter Aspect, Object
Complexity: Easy
Type: Noninvasive
School: Alteration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 15min/ 5sec
Lynchpins: +3min /Magic of Shadow, Limit of Effect, Description of Target, Variation
This rather simple spell slightly modifies some small detail of Shadow, in particular an object. One aspect may be changed, such as color, texture, shape, scent, etc. For example, a Sorcerer could transform a coin from silver coloration to gold. It’s usually easier to change objects by manipulating Shadow directly.

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Basic Spell: Antitoxin
Complexity: Normal
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Degree of Effect, Name of Target (advanced), Range (advanced)
This spell reverses and nullifies the effects of any drug or toxin within the Sorcerer’s body. Although it does not heal damage caused by the poison, it will stabilize the Sorcerer long enough to seek medical attention, as well as relieve all symptoms (Dizziness, hallucinations, vomiting, pain, 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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Basic Spell: Armour
Complexity: Normal
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 30min/10sec
Lynchpins: +5min//Magic of Shadow, Description of Target, Degree of Effect, Variation
The Sorcerer alters their external and internal structure to create dermal plating, i.e. living armour. Although this alteration may appear in various forms, scales are a common choice amongst Chaosians. Effectively, they become highly resistant to physical damage (i.e. Resistant to Guns). However, ‘resistant’ does not mean ‘immune.’

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Basic Spell: Cure Disease
Complexity: Normal
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Degree of Effect, Name of Target (advanced), Range (advanced)
This spell functions exactly like Antitoxin, but counteracts the effects of disease. 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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Basic Spell: Defensive Material
Complexity: Normal\\ Type: Noninvasive
School: Alteration\\ Base Range: Personal
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +10min/Magic of Shadow, Description of Target, Degree of Effect, Variation
This spell hardens any object, so that it has the qualities of an Invulnerable against Conventional Weapons shield. Basically, the object then becomes invulnerable to missile fire, blades, and normal energy like fire and electricity. The spell can only be cast on a single object, made of a single type of material (a cotton shirt, a wooden shield, a rock wall). It last as long as the Sorcerer sustains it, although will be dispelled when moving through Shadow.

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Basic Spell: Heal Minor Wounds
Complexity: Normal
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Degree of Effect, Name of Target (advanced), Range (advanced)
This is a basic heal spell, allowing the Sorcerer to heal minor, non-life-threatening wounds (such as lacerations, contusions, minor concussion, minor fractures, 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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Basic Spell: Imperfect Disguise
Complexity: Normal
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Variation, Limit of Effect, Duration (advanced)
The sorcerer assumes the form of another humanoid being, roughly equal to their size and weight. However, the new form is not perfect. All sorcerers have one distinct feature that they cannot alter and it will appear prominently in their new form (e.g. green eyes, big ears, aquiline nose, delicate hands, etc). Although the sorcerer can gain weight and height, they retain all their normal physical attributes (i.e. Strength, Endurance, Warfare). Although the physical qualities of a humanoid are duplicated, special traits are not (such as healing, increased hearing, night vision, etc). Minor details in the new appearance (e.g. hair, eye, skin color), as well as gender and voice, are guided by the sorcerer’s will. The sorcerer’s clothing, however, cannot be changed by this spell (that falls under Alter Object or Logrus/Pattern manipulation). The new form is not illusionary, but can be dispelled as with any sustained spell. This disguise, while very effective, is not complete; the sorcerer still needs to act the part. Furthermore, under closer examination, their one distinct feature might also reveal their true nature.

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Basic Spell: Oven
Complexity: Easy
Type: Noninvasive
School: Alteration
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 15min/5sec
Lynchpins: +3min/Magic of Shadow, Description of Target, Degree of Effect, Area of Effect (advanced), Location of Target (advanced), Linked (advanced), Dispel Word (advanced)
Originally, this spell was developed to cook food by raising the heat in a confined space. However, more cruel Sorcerers have increased the Area of Effect, thus turning an entire room into an oven. Although the heat cannot cause immediate burn damage, breathing in the room is difficult, metal objects will heat up eventually causing burns, and trapped individuals may succumb to the heat.

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Basic Spell: Preserve
Complexity: Easy
Type: Noninvasive
School: Alteration
Base Range: Touch
Base Duration: Timed
Base Cast Times: 15min/5sec
Lynchpins: +3min/Magic of Shadow, Description of Target, Duration, Variation, Name of Target (advanced), Dispel Word (advanced)
This spell allows for the preservation of dead organic matter, preventing the process of decay and decomposition. Normally, this is used to preserve food stuffs. However, it can also be utilized to preserve a body. This does not prevent damage from other causes.

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Basic Spell: Resist Pain
Complexity: Normal
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Duration, Degree of Effect, Name of Target (advanced), Linked (advanced)
This spell reduces the debilitating effects of pain for a preset duration. However, because it boosts the endorphins levels and shuts of pain receptors, this is a neurological illusion. The injury causing the pain remains unaffected and the caster can still die from it, i.e. blood loss, shock, etc.

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Basic Spell: Slowfall
Complexity: Normal
Type: Noninvasive
School: Alteration
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Degree of Effect, Location of Caster, Dispel Word (advanced) \\

This spell allows the caster to vastly reduce the effects of gravity on their body. As such their speed of falling is vastly reduced; roughly that of a leaf. Although the fall will follow the Sorcerer’s angle of velocity, so if they jumped before the fall, they can glide in that direction. The fall is so slow 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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Basic Spell: Stabilize
Complexity: Normal
Type: Noninvasive
School: Alteration
Base Range: Touch
Base Duration: Timed
Base Cast Times: 30min/10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Name of Target, Degree of Effect, Duration, Dispel Word (advanced)
This spell places a person into temporary stasis and prevents them from dying from their wounds (even at the point of death). This does not prevent further damage to the body, however, so dropping down a Stabilized person down a flight of stairs is not recommended for promoting health.

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CONJURATION (BASIC)

Basic Spell: Barrier
Complexity: Normal
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Range Description of Target, Limit of Effect, Degree of Effect, Area of Effect (advanced), Variation (advanced)
Although this spell comes in many variations, it effectively allows the Sorcerer to create a ‘magical’ barrier (5’X5’) in front of them. This barrier will prevent and repel attacks up to a Strength equal to the Sorcerer’s Psyche. The Variation lynchpin allows the Sorcerer to alter the shape of the Barrier (eg. to form a protective dome), while Area-Effect can make the Barrier larger. The Limit of Effect lynchpin allows the caster to repel different types of attack (physical, fire, cold, guns, etc). For example, a Barrier that repels physical attacks will allow electricity through.

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Basic Spell: Create Gateway
Complexity: Normal
Type: Noninvasive
School: Conjuration
Base Range: Touch
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Degree of Effect, Active Control (advanced)
This spell creates a temporary ‘gateway’ or passage between two points by joining them together (effectively folding space). The Sorcerer and anyone with them may then pass through to the other side. This is a one-way trip and the gate will close once the Sorcerer pass through (so if there are other people, it is suggested they go first). The gate cannot be entered from the other side, so the Sorcerer cannot open a gateway and allow others to come to them. The distance between the two points is limited, so a Sorcerer could not touch the side of a mountain and expect to come out the other side.

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Basic Spell: Dazzle
Complexity: Normal
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Range, Area of Effect (advanced), Active Control (advanced), Degree of Effect (advanced)
A cone of brilliant, multicolored light springs from the Sorcerer’s hand; usually aimed directly into someone’s face. For several seconds afterward, the target will see nothing but bright, multicolored spots before his or her eyes. But the spell is designed for minimum leakage beyond the cone, so as not to blind the caster. It’s like a flashlight: it only blinds you if it shines right into your eyes. You can extend the width of the cone and even arch the light around corners with the optional lynchpins.

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Basic Spell: Earth Snare
Complexity: Normal
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Timed
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Duration, Location of Target, Area of Effect, Variation, Range (advanced), Dispel (advanced)
The sorcerer causes the ground itself to erupt beneath a target and attempt to immobilize them. Unless the target can resist the sorcerer’s Psyche with their Strength, they are pulled down by earthen hands and held fast for a pre-determined amount of time (usually 1 minute per point in Psyche). Although the ‘snare’ is painful, it does no lasting damage to the target. The area of effect can be increased depending on the skill of the sorcerer. However, the effect is indiscriminant, so allies in the area of effect risk being immobilized as well.

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Basic Spell: Envenom
Complexity: Normal
Type: Noninvasive
School: Destruction
Base Range: Touch
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Range (Advanced), Area of Effect (Advanced)
A handy combat spell, Envenom allows the Sorcerer to a blade or point (even their nails) with a poisonous substance. This venom can cause death, paralysis, or other nastiness depending on the caster’s desires (even poisons that work against Shape-shifters). However, the poison must still overcome the target’s Endurance. Advanced lynchpins will allow the caster to project the poison at a minor distance, much as a cobra can spit. However, the effects can be lessened depending on how much strikes the opponent.

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Basic Spell: Forge’s Flame
Complexity: Normal
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Timed
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Duration, Description of Target, Degree of Effect, Variation (advanced), Dispel (advanced)
This spell causes any metallic object, usually a weapon, to heat up tremendously almost instantaneously. The metal can become as hot as it was when first forged. Obviously, this will cause serious burns to anyone holding our wearing the metal. Most combatants will dropped the weapon immediately. This spell is typically used on metal weapons and armor. However, with the Variation lynchpin, the sorcerer can affect any type of ‘forged’ object, such as a wooden spear or crossbow. However, in this case, the heat will cause the wood or leather to burn.

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Basic Spell: Light
Complexity: Easy
Type: Noninvasive
School: Conjuration
Base Range: Personal
Base Duration: Timed
Base Cast Times: 15min/ 5sec
Lynchpins: +3min/Magic of Shadow, Description of Target, Variation, Duration, Range (advanced)
There are a variety of light spells. These vary from simple, momentary flashes, to floating balls of light that follow the caster wherever he or she may go, anchored with a tether of magical force. Most mages have favorite light spells, often very distinctive.

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Basic Spell: Mana Bolt
Complexity: Normal
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 30min/10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Range, Active Control (advanced)
This spell conjures a shimmering, translucent bolt of force that sails through the air from the caster’s hand. Being insubstantial until contact, it is impossible to parry with conventional weapons. It will cause blunt trauma as if the target had been struck with a club or staff. The main advantage of this spell is that it is fast, and that an ignorant target may attempt to parry rather than dodge.

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Basic Spell: Oxygenate
Complexity: Easy
Type: Noninvasive
School: Conjuration
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 15min/ 5sec
Lynchpins: +3min/Magic of Shadow, Description of Target, Variation, Name of Target (advanced), Linked (advanced), Range (advanced)
This simple spell allows the Sorcerer to oxygenate their blood, by summoning oxygen directly into their bodies. This allows them to temporarily prevent the effects of strangulation, drowning, suffocation, poison gas, etc. The spell can be extended to another willing target. However, the spell does not prevent physical damage (such as extreme cold, caustic gases, or physical trauma).

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Basic Spell: Protective Storm
Complexity: Normal
Type: Noninvasive
School: Conjuration
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Degree of Effect, Range (advanced)
The sorcerer surrounds themselves with a violent circle of wind; the size depending on the Range lynchpin, but rarely more than a few feet from the caster. The wind picks up debris and loose objects and transforms them into painful projectiles, as well as serving to obscure the caster to some degree (depending on the surroundings). Anyone physically attacking the sorcerer will be beaten back and possibly blinded by the biting wind and debris. Thrown and archaic missile weapons will also be deflected. As this is not a solid barrier, firearms are not effected. The storm effectively provides the sorcerer with Resist Normal Weapons. However, the storm does no discriminate between friend and foe. Anyone trying to get by the storm’s edge will be thrown back.

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Basic Spell: Rebma’s Kiss
Complexity: Normal
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Degree of Effect, Area of Effect, Active Control Variation (advanced)
With this spell, the sorcerer creates large stream of high-pressure water from their outstretched hand. Effectively, this power jet can cause blunt force injury to anyone it strikes, much as a fire hose or power spray could. In addition, there is a strong possibility that the victim risks being throwing them off their feet. Victims must have superior Strength to remain standing against this onslaught. Even then, the ground in the area of effect becomes slick and wet, so chances of stumbling vastly increase. Active Contol of the spell allows the sorcerer to strike anywhere they can point. Nasty variations of this spell can cause sewage or blood to jet from the sorcerer’s hand. NOTE: The further away from the sorcerer, the less damage this spell does.

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Basic Spell: Replicate Shadow Object
Complexity: Normal
Type: Noninvasive
School: Conjuration
Base Range: Touch
Base Duration: Permanent
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Dispel Word (advanced)
This spell forms a duplicate out of Shadow of any object. Making a replicate of a living thing could result in a living duplicate, or if the Sorcerer prefers, a dead duplicate (a corpse). No duplicated item, living or otherwise, will have the powers or magic of the original. Duplicates last until dispelled, or until moved from the Shadow where they were created.

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Basic Spell: Stunning Bolt
Complexity: Normal
Type: Invasive
School: Conjuration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 30min/10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Range, Degree of Effect, Active Control (advanced), Area of Effect (advanced)
This summons a directed bolt of magical energy that stuns its victim, without doing any physical damage to them (much like a TASER). The Degree of the Effect varies on the Sorcerer’s Psyche; possibly causing unconsciousness if vastly superior to the Target’s Endurance. The Area of Effect lynchpin can expand the blast zone to affect multiple targets.

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Basic Spell: Sonic Blast
Complexity: Normal
Type: Noninvasive
School: Conjuration
Base Range: LOS
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Area of Effect, Variation, Degree of Effect
This simple spell creates a blast of noise in a confined area. This can be very effective at shocking or confusing opponents. The caster can determine the volume and the type of noise being heard. NOTE: In an enclosed environment, this spell can temporarily deafen opponents and even burst ear-drums.

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Basic Spell: Wrack
Complexity: Normal
Type: Invasive
School: Conjuration
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Range, Degree of Effect, Active Control (advanced), Area of Effect (advanced)

This spell is useful for interrogation or distraction, though some sadistic sorcerers use it for other less tasteful reasons. The spell not only increases the debilitating effects of pain for a preset duration, in addition to stimulating the pain receptors, causing the victim to be in extreme pain, which can be made infinitely worse by exterior stimulation. However, because does this by shutting down endorphin production and the functions of the amygdala, this is a neurological illusion. No injury will result from this pain, though unconsciousness can as the nervous system is overloaded.

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DESTRUCTION (BASIC)

Basic Spell: Attribute Drain
Complexity: Normal
Type: Invasive
School: Destruction
Base Range: LOS
Base Duration: Timed
Base Cast Times: 30min/5sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Degree of Effect, Variation, Dispel Word (advanced)
This spell reduces one Attribute of a victim by one rank for a predetermined Duration; usually an hour to a day. Walking through Shadow or the influence of a Power will disrupt this spell unless cast through Pattern/Logrus Sorcery. So, effectively, an above Amber-ranked character will become Amber-ranked; Amber-ranked will become Chaos-ranked; Chaos-ranked will become Human-ranked; and a Human will be unable to move or think, depending on the Attribute.

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Basic Spell: Brittle Skin
Complexity: Normal
Type: Invasive
School: Destruction
Base Range: LOS
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Dispel Word (advanced), Name of Target (advanced)
This rather insidious spell invented by the Rebmans causes a target’s skin to calcify and become extremely brittle. Not only is this terribly painful and restricts movement, any blows from a solid weapon or impact causes pieces of victim’s skin to break off. Needless to say, this can cause horrible injuries as the exodermis crumbles to reveal the tissue, muscle, and bone beneath. The victim must literally regenerate and slough off the brittle skin; unless the caster uses Dispel Word.

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Basic Spell: Collapse
Complexity: Normal
Type: Noninvasive
School: Destruction
Base Range: Touch
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Area of Effect, Range (advanced)
The Sorcerer infuses a non-organic structure, usually a wall, but it can be a door, lock, fence, etc, with entropic essence. This breaks down that structure, creating a hole or opening as the matter falls apart. The results are messy and loud, but an effective way of making an impromptu exit.

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Basic Spell: Dispel Fog
Complexity: Easy
Type: Noninvasive
School: Destruction
Base Range: LOS
Base Duration: Instant
Base Cast Times: 15min/ 5sec
Lynchpins: +3min/Magic of Shadow, Area of Effect, Description of Target, Variation (advanced)
Although Rebman sailors typically utilize this spell to dispel fog, the Sorcerer may destroy any form of airborne phenomena, such as smoke, poison gas, mist, cloud, etc. Although the area affected is cleared of ‘fog,’ surrounding ‘fog’ may slowly return to fill the gap. For example, if you used the spell to clear a room of smoke, if there is still a fire present, more smoke will soon return.

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Basic Spell: Sleep
Complexity: Normal
Type: Invasive
School: Destruction
Base Range: LOS
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Duration, Range
By influencing and overloading the nervous system of the victim, this spell puts them to sleep. It requires overcoming the Psyche of the victim. Duration depends on whether or not anything disturbs the victim (a person who is put to sleep and falls into a batch of stinging nettles isn't likely to stay asleep for very long.). Because this is a ‘natural’ sleep, there is no Dispel Word. The victim must be waken up by outside means.

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Basic Spell: Drown
Complexity: Normal
Type: Invasive
School: Destruction
Base Range: LOS
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Range
The spell fills (one) enemy's lungs with water and continues to do so until (s)he passes out or dies (depending on Endurance and dependency on air to breathe). Will continue as long as the caster's attention is focused on the spell. When concentration breaks, the fluid can be purged from the lungs. High endurance can render the spell merely irritating.

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MANIPULATION (BASIC)

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.

Basic Spell: Coercion
Complexity: Normal
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Timed
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Duration, Range, Name of Target (advanced), Dispel Word (advanced)
“These aren’t the Spikards you’re looking for.” Why break into somebody’s mind with a battering ram or a pickaxe, if you can coax them into handing you the keys? While under the influence of this spell, the target will feel safe and willing to trust the caster. If successful, the victim will be easy pickings for other Manipulation spells, as well as be more amiable to persuasion. As with other invasive spells, the victim’s Psyche must be overcome. Also, unless the victim has a relatively inferior Psyche, there must be at least some positive feelings for the caster. It might also be called a Judas spell; it only works if cast by those you like or trust. If the caster is remains amicable to the target, the target will not react negatively once the duration ends.

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Basic Spell: Control Animal
Complexity: Easy
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 15min/ 5sec
Lynchpins: +3min/Magic of Shadow, Description of Target, Active Control, Range, Location of Target (advanced), Location of Caster (Optional, Linked (advanced)
The Sorcerer may now mental influence and control the thoughts of a non-sentient creature. Once the caster overcomes the animal’s innate Psychic defense, they can direct them to do whatever they desire, up to conscious self-destruction. By establishing a Link, the caster may control the animal beyond Line-of-sight by linking senses. NOTE: Utilizing an animal’s perception can be confusing, if not overwhelming, for casters with low-ranked Psyche, as the information comes directly from the animal’s perception (i.e. dogs are color-blind, cats can hear beyond human range, rats are effectively blind, etc).

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Basic Spell: Mass Animal Control
Complexity: Normal
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Active Control, Range, Location of Target, Area of Effect, Location of Target (advanced), Location of Caster (advanced), Linked (advanced)
As with Control Animal, the Sorcerer can mental influence and control the thoughts of a group of non-sentient creatures. Once the caster overcomes the combined Psychic defense of the animals, they can direct them to do whatever they desire, up to conscious self-destruction. NOTE: Like the singular version of this spell, the casters with poor Psyche risk extreme confusion, if not insanity, from the overwhelming sensory input if they Link the spell for control beyond line-of-sight.

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Basic Spell: Control Emotion
Complexity: Normal
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Timed
Base Cast Times: 30 min/ 10 sec
Lynchpins: 5 min/ Magic of Shadow, Name of Target, Description of Target, Duration, Variation, Degree of Effect (advanced), Location of Target (advanced), Location of Caster (advanced), Linked (advanced)
The caster infuses the victim with an overwhelming emotion, determined before the casting. Love, hate, sorrow, anger, or another other emotion can be used. In addition, the caster can determine the target of this emotional response (i.e. who or what the victim feels the emotion for). Although the victim completely believes in this emotion, they will not act mindlessly in response to it. Although the emotion disappears once the duration of the spell expires, residual emotions may remain after extended periods.

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Basic Spell: Coral Growth
Complexity: Normal
Type: Noninvasive
School: Manipulation
Base Range: LOS
Base Duration: Permanent
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Active Control, Degree of Effect, Variation, Area of Effect
Rebman sorcerers have developed a spell to accelerate and guide the growth of living coral. So long as they possess the smallest piece, they can grow it and shape it in whatever fashion they desire. This is a popular form of art, as well as its use in building structures and defenses. NOTE: Variations of this spell can be used to grow and shape living trees or other organic matter.

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Basic Spell: Easy Passage
Complexity: Easy
Type: Noninvasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 15min/5sec
Lynchpins: +3min/Magic of Shadow, Area of Effect, Description of Target, Degree of Effect, Variation
The Sorcerer surrounds themselves with a magical field that pushes nearby natural obstacles, such as vines and plants. This creates a temporary and easy path on which to walk. Once the caster passes through the area, the plants return back to their normal position. Variations of this spell allows for easy passage through sand, mud, and snow, by temporarily supporting the caster as they walk through the rough terrain. NOTE: Because this spell does not permanently alter the terrain, tracking an individual using Easy Passage is virtually impossible. It is as if they never went through it to begin with.

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Basic Spell: Harness the Earth
Complexity: Normal
Type: Noninvasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Active Control, Degree of Effect
The Sorcerer gains temporary and limited control over an area of earth (dirt, stone, clay, etc). They can control it, guide it, and even crudely fashion it in an abnormal manner. Options include creating grasping hands, throwing stones, shake the ground to cause people to fall or trip, and even putting up low defensive mounds. The more loose and malleable the material, the easier it will be to control it (i.e. stone takes far more effort and concentration than sand or mud). NOTE: It takes time to move and manipulate earthen materials. Although the Sorcerer can describe the effect they desire, it may take time for the earth to accumulate and move.

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Basic Spell: Harness the Flames
Complexity: Normal
Type: Noninvasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Active Control, Degree of Effect
The Sorcerer gains temporary and limited control over fire. They can control it, intensify it, and even manipulate its normal qualities (such as preventing it from burning someone). The element must previously exist for the Sorcerer to utilize it. Torch flames and campfires can be made to jump several feet, candle flames can give off incredible light or be transformed into bonfires, or flames can have their heat radiated away to prevent injury. NOTE: It can take time for large fires to spread or ignite, so the Sorcerer must maintain the spell for a certain amount of time. Fires without consumables will ebb and die the moment the spell is dropped.

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Basic Spell: Harness the Void
Complexity: Normal
Type: Noninvasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Active Control, Degree of Effect
Although most philosophies believe in the existence of only four 'elements,' more spiritually-aware cultures believe in the existence of five (even six) elements. The commonly accept Fifth Element is Kû; most often translated as "Void." Although many philosophies differ, the actual mythical principles involved allow the Sorcerer control over shadow, That-Which-Lies-Between. They can temporarily control darkness and shadow, mold it into shapes and move, as well as allow it to travel into areas it normally could not (i.e. under a lamp). Although they can create terrifying shapes and forms for the shadow, the shadows still lack enough substance to cause significant bodily harm without the use of additional powers (eg. Logrus Tendrils). NOTE: Although it may sound like such, this spell has no influence over the Abyss. These are two completely separate parts of Creation.

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Basic Spell: Harness the Waves
Complexity: Normal
Type: Noninvasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Active Control, Degree of Effect
The Sorcerer gains temporary and limited control over water. They can control it and manipulate it in unusual fashions (such as making rivers flow backwards). The element must previously exist for the Sorcerer to utilize it. Rivers can be parted, fountains can direct bursts of water at opponents, air bubbles can be created to temporarily prevent drowning, it can be solidified enough to walk on, etc. NOTE: It can take time for to manipulate large amounts of water, so the Sorcerer must maintain the spell for a certain amount of time.

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Basic Spell: Harness the Winds
Complexity: Normal
Type: Noninvasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Active Control, Degree of Effect
The Sorcerer gains temporary and limited control over air and wind. They can control it, direct its path, and even intensify it. The element must previously exist for the Sorcerer to utilize it. Candles and torches can be blown out, boats propelled at faster speed, dust blown into an opponents face, and light debris knocked over. NOTE: It can take time for strong winds to build up, so the Sorcerer must maintain the spell for a certain amount of time.

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Basic Spell: Illusionary Persona
Complexity: Normal
Type: Noninvasive
School: Manipulation
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 30min/10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Degree of Effect, Dispel Word, Range (advanced), Linked (advanced)
The Sorcerer visualizes a desired appearance in their mind. At once, they appear in that fashion, and this will last for several days, unless cancelled. The spell can be cast on oneself, or on another person (by adding the Range and Link lynchpins). This ‘persona’ is only an visual illusion, so the other senses can pick up clues to its true nature. For example, a Sorcerer loaded up in full chainmail armor will rustle and squeak, which might be odd if they appear to be in a bikini.

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Basic Spell: Influence
Complexity: Normal
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Permanent
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Linked Variation, Name of Target (advanced) Dispel Word (advanced), Range (advanced)
This spell places an unconscious suggestion into the victim’s mind; i.e. a geas. The victim is given an overwhelming desire to accomplish some task or order. As the victim will believe the thought is their own, it is extremely difficult to dissuade them from it or convince them of its falseness. For geasa that would go against the intrinsic nature of the victim, more time and energy will be required during the casting. Under normal circumstances, the spell is effectively ‘permanent’ and will last until the geas is fulfilled or the Dispel Word is used. However, if the geas goes against the intrinsic nature of the victim, this duration could be reduced. For example, a Corwin-killing geas cast on a manticore, a beast that lives for killing anyway, is likely to last indefinitely and only take the base cast time. A Corwin-killing geas inserted into his son, Merlin, will take increased time and probably wouldn’t last long under scrutiny (unless Merlin really does hate his dad). However, using Influence on Merlin so he’ll undermine his father’s authority whenever possible would probably last much longer. NOTE: This spell effectively replaces Compelling: Geas. As such, the Sorcerer must possess Sorcery 4 to buy and/or properly utilize this spell.

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Basic Spell: Invisibility
Complexity: Normal
Type: Noninvasive
School: Manipulation
Base Range: Personal
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Degree of Effect, Variation, Area of Effect (advanced), Range (advanced), Name of Target (advanced)
The sorcerer becomes invisible to normal light by bending it around them. However, they remain perceptible to the other four senses (although taste is going to be hard to explain). Their body heat will also still register to those able to see it. Through the optional lynchpins, the Sorcerer may extend the invisibility field to include others, but they must remain very close for the effect to work.

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Basic Spell: Stimulation
Complexity: Easy
Type: Invasive
School: Manipulation
Base Range: LOS
Base Duration: Timed
Base Cast Times: 15min/ 5sec
Lynchpins: +3min/ Description of Target, Duration, Dispel Word, Magic of Shadow, Variation, Linked Name of Target (advanced), Degree of Effect (advanced), Range (advanced)
The caster creates an obvious, but full sensory illusion of whatever they desire for one target. The spell is typically used as a recreational or pleasure spell, but can transmit any events the caster has experienced. Trump artists enjoy this spell being used on them, as it provides an excellent model for Trump drawings.

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Basic Spell: Minor Telekinetic Manipulation
Complexity: Normal
Type: Noninvasive
School: Manipulation
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/ Magic of Shadow, Description of Target, Active Control, Degree of Effect
This spell represents classical telekinesis; the ability to move, hold, and/or manipulate inanimate objects through the power of the mind. The caster’s Psyche should be used to determine the amount of mass they can affect. The caster uses active-control motions to determine the direction and movements of the object they are affecting. With subtle manipulation, even tools and other objects may be used at a distance. Note: Plants are considered inanimate objects for the sake of this description.

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Basic Spell, Knock
Complexity: Normal
Type: Noninvasive
School: Manipulation
Base Range: Touch
Base Duration: Instant
Base Cast Times: 15 min/5 sec
Lynchpins: +3min/Magic of Shadow, Area of Effect, Description of Target, Degree of Effect, Variation\\

This spell opens in the normal manner, anything touched which can be normally opened. Locks unlock, Doors open, Jars of peanut butter loosen their captive tops. Any security that is based upon the opening of the object is also suspended, though if the security is based upon movement is not, so if an alarm is based upon a door opening, it will be spoofed, but if it is based upon movement of the door, it will not.

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PERCEPTION (BASIC)

Basic Spell: Analyze Power
Complexity: Normal
Type: Noninvasive
School: Perception
Base Range: LOS
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Variation, Area of Effect (advanced), Range (advanced)
This spell allows the caster to analyze an item, creature, or location for the current Powers influencing it. Depending on the caster’s Psyche, if the ‘item’ is Linked, they can also learn basic details regarding the original caster/user, including a description and name. However, their current location will not be revealed. NOTE: This spell may also be used to on other spells and spell effects.

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Basic Spell: Combat Sense
Complexity: Normal
Type: Invasive
School: Perception
Base Range: LOS
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/ Magic of Shadow, Description of Target, Location of Caster, Location of Target, Linked Dispel Word (advanced), Range (advanced), Name of Target (advanced)
The Sorcerer creates a psychic link between themselves and an attacker, allowing them to subconsciously predict and analyze their attacker’s actions. This provides them with an uncanny ability to react to an attack before it even occurs. Effectively, the spell allows the caster to double their Warfare (up to their Psyche) attribute. However, even the most powerful Sorcerer stands little chance against an opponent with a superior Warfare. At the very least, it will allow them to not die outright.

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Basic Spell: Detect Enemies
Complexity: Easy
Type: Invasive
School: Perception Base Range: LOS
Base Duration: Instant
Base Cast Times: 15min/ 5sec
Lynchpins: +3min/Magic of Shadow, Description of Target, Range, Area of Effect, Variation (advanced)
This spell is almost identical to Detect Life, but detects the presence of living things with hostile intentions towards the Sorcerer. This spell can also be placed on a willing Target, in which case, a Psychic Advantage must be obtained (or allowed). This spell will not detect traps or similar devices (which are non-living) or general threats (like a terrorist about to bomb the crowd the caster is in).

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Basic Spell: Detect Life
Complexity: Easy
Type: Noninvasive
School: Perception
Base Range: LOS
Base Duration: Instant
Base Cast Times: 15min/ 5sec
Lynchpins: +3min/Magic of Shadow, Description of Target, Range, Area of Effect, Variation (advanced)
This area effect detection spell determines the number and location of every living being within the Range set by the caster; usually as far as they would normally be able to see. Like radar or sonar, the spell only gives a momentary image of the surroundings. However, it must be noted that this spell becomes effectively useless in urban or crowded areas, as the sheer volume of information coming in muddles the caster’s perceptions (i.e. a dog near its human owner would appear as one target). As such, many Sorcerers will use the Variation lynchpin to define the type of life signs they wish detected (eg. Human-sized targets only).

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Basic Spell: Detect Power
Complexity: Normal
Type: Noninvasive
School: Perception
Base Range: Shadow
Base Duration: Instant
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Range, Area of Effect, Variation (advanced)
This spell is almost identical to Detect Life, but detects the presence of Creatures of Power. Because those of Power create such a strong resonance wave in Shadow, the detect spell will determine their general location wherever they may be in the caster’s Shadow. The caster can also limit the spell to detect certain types of Power signatures, such as Pattern, Logrus, Trump, etc.

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Basic Spell Mindlink
Complexity: Normal
Type: Invasive
School: Perception
Base Range: Shadow
Base Duration: Sustained
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Name of Target, Description of Target, Location of Target, Location of Caster, Range, Linked, Dispel Word (advanced)
This spell opens a mind-to-mind link between the caster and another person; much like a normal Trump contact. However, the range is same-Shadow only. The caster must overcome the Psyche of the subject, unless the voluntarily accept the ‘call.’ Not only is the exact location of the victim required, the target must be Known to the caster. The duration is indefinite, lasting as long as the Psyche contact persists. General emotions, mental images can be transmitted, as well as verbal communication. The caster may include a Dispel Word to break the contact, as a defense against any mental attacks that the target may inflict.

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Basic Spell: Sound Capture
Complexity: Normal
Type: Noninvasive
School: Perception
Base Range: Touch
Base Duration: Permanent
Base Cast Times: 30min/ 10sec
Lynchpins: +5min/Magic of Shadow, Description of Target, Duration, Degree of Effect, Active Control, Variation (advanced), Limit of Effect (option), Linked (advanced)
This rather peculiar spell allows the Sorcerer to take any object (such as a rock) and use it as a recording device. The recorded sounds can be playback at leisure later on, just as you would with a tape recorder. By utilizing the Variation and Limit of Effect lynchpin, the Sorcerer may record visual images as well. If the Link lynchpin is also added, others may now see and hear the captured material.

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Page last modified on August 22, 2007, at 07:12 PM