Index | Above Us The Waves? | Creating a Character | Sorcery Power | Customised Spells
Creating spells is just that, a creative process. Each spell is assembled from the four component spells listed below. No matter what you may wish to do, generating earthquakes or insects, requires assembly from the same set of "microspells." The amount of time it takes to cast a spell depends on the components used, combined with the time it takes to build in each lynchpin. Each spell takes as much time to cast as the total of all the micro-spells involved (30 minutes each), plus five minutes for each of the lynchpins built into the spell. Inventing new spells also takes time. A variation on a single micro-spell, like a Shadow Opening that releases an insect swarm, takes a week's worth of experimentation.
Combining different types of micro-spells effectively acts to multiply the amount of time needed for research. For example, a spell to drain a victim's body of fluids would need two components, a Mind Touch and a Shadow Opening. Each Micro-Spell takes a week, adding up to two weeks, which is then multiplied by the number of different kinds (two), leaving a total of four weeks needed for experimentation. A triple micro-spell would take three times three, or nine weeks to perfect.
MAGIC RULE #I:
NO spell can invoke a power, unless the caster of the spell actually possesses that power. Powers include, but are not limited to, Pattern, Logrus, Trump, and Shape Shift. For example, a sorcerer without the Blood of Amber can't create a spell that calls upon the power of the Pattern.
MAGIC RULE #2:
Spells can only be combined with a power if the caster has an advanced version of the power. Powers include, but are not limited to, Pattern, Logrus, Trump, and Shape Shift. For example, a spell that combines its actions with a Logrus Tendril could only be created by an Advanced Logrus Master.
1. Micro-Spell: Shadow Opening
The first basic spell of the Sorcerer is that of creating openings, or "gates" from one Shadow to another, or simply from one point to another within a Shadow. These gates are usually temporary, maintaining themselves just with the Psychic energy of the caster, for only an instant. The most common Shadow Opening spell is Teleportation, used by the caster to travel through Shadow. However, with the addition of magical energies, either from a Magical Energy spell, or from other tapped energies, the opening can be kept open longer. Given sufficient energy, a Shadow Opening can be maintained indefinitely.
Sometimes, as with the Pressurized Lava spell, a Shadow Opening spell is useful as a weapon. Similar gateways can be used to channel in water, wind, or other natural elements. The Lightning Bolt spell uses a Shadow Opening to gate in the lightning, but the area must first be prepared with a Shadow Manipulation; otherwise the bolt would pass through the nearest object, namely the caster.
Base Casting Time: Thirty Minutes
Lynchpins: Additional five minutes casting time each.
Name of Current Shadow, Name of Destination Shadow, Name of Destination Shadow Location, Duration (Optional), Dispel Word (Optional).
A spell to alter or change the stuff of Shadow can be used by itself. Shadow Manipulation can be used to change the form of a piece of Shadow stuff, like changing a steel door into one made of clear glass. In combination with a mind touch spell, Shadow Manipulation can be used against a person, inducing sleep, pain, or some kind of change in a victim. Shadow Manipulation can be prepared for the use of other magics.
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2. Micro-Spell: Shadow Manipulation
Here are the possibilities:
- Shape Shift Shadow Items. Objects can be changed in shape, size, mass or qualities. This is also what one would use to change a creature's body.
- Prepare Item or Area for Magical Energy. Used to prepare objects that are to be powered by magic. Also used to prepare an item that can be used for hanging spells.
- Define Channel for Magic Energy. Used for magic wards, circles, barriers, and other vectors.
Each change requires a separate Micro-Spell: Shadow Manipulation. For example, casting a single spell that turns a rock into an amulet (Shape Shift Shadow Item), and then preparing that amulet for storing magical energy (Prepare Item for Magical Energy), would require two Micro-Spells: Shadow Manipulation.
Base Casting Time: Thirty Minutes
linchpins: Additional five minutes casting time each.
Name of Current Shadow, Duration (Optional), Dispel Word (Optional).
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3. Micro-Spell: Magical Energy
This spell creates raw magical power. Limits of the energy that the spell can generate is more a matter of how much spells and objects can contain, rather than any innate shortage of magic. If a spell is to be maintained, it must have a "pool" of magic to work with. Objects are usually limited to an hour's worth of magic, and fields, such as magical walls, wards and so on, are usually limited to about twelve hours of power.
Base Casting Time: Thirty Minutes
Lynchpins: Additional five minutes casting time each.
Name of Current Shadow, Duration (Optional), Dispel Word (Optional).
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4. Micro-Spell Mind-Touch
Opens a mind to mind link between the caster and a subject. This link works the same way as touch or a Trump contact, allowing the two minds to touch. Taken by itself, this spell simply creates a link. It is also the basic building block of any spell that can directly affect another creature. Overcoming the Psyche of the victim is always a consideration (unless the object of the spell opens their mind and becomes a willing subject). This means a Psyche superiority, where the caster dominates the victim, is usually needed.
Base Casting Time: Thirty Minutes
Lynchpins: Additional five minutes casting time each.
Name|Description of Subject(s), Name of Subject's Current Shadow location, Name of Subject's location in Shadow, Duration (Optional), Dispel Word (Optional).
Ask the GM if you have other personal spells you want to develop.
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