Raphael's Spell Book

From RPGnet
Jump to: navigation, search

Spell Book Gifted by Zachary upon Graduation from Low Order Sorcery Training in Deselduia

Spells included in Book

Basic Spells

Mind Touch

  • Base Casting Time: Thirty Minutes
  • Lynchpins: Additional five minutes casting time each. Name/Description of Subject, Name of Caster's Current Shadow location, Name of Subject's location in Shadow, Duration (Optional), Dispel Word (Optional).

Quell

  • Base Casting Time: One Hour
  • Lynchpins: Additional ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional). Can be modified to affect any natural bodily function of the victim, either speeding up or slowing natural processes.
  • Variations: Disimpaction: causes sudden and explosive disimpaction and urination.

Cardiac Arrest

  • Base Casting Time: One Hour
  • Lynchpins: Additional ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional).

Stone Binding

  • Base Casting Time: One and a half Hours
  • Lynchpins: Additional fifteen minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional).

Invisibility

  • Base Casting Time: One Hour.
  • Lynchpins: Additional ten minutes casting time each. Name/Description of subject, Magic of Shadow, Degree of Invisibility, Duration (Optional), Dispel Word (Optional).

Strength Drain

  • Base Casting Time: Two Hours
  • Lynchpins: Additional twenty minutes casting time each. Name of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional).

Bodily Defense .

  • Base Casting Time: One Hour.
  • Lynchpins: Additional ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional), Protection Range (Naming Magic, Pattern, Logrus, Trump, or any combination).

Defensive Shield

  • Base Casting Time: One Hour
  • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Placement of Shield, Dimensions of Shield, Shape of Shield (Optional, will be square unless otherwise defined), Limits of Effectiveness (name the forces it blocks - Optional), Duration (Optional), Dispel Word (Optional).

Magical Drain .

  • Casting Time: One Hour
  • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Placement of Hole, Drain Exit (can be simply into the ground, or dispersed, or off to another Shadow location), Area of Drain Effect (Optional), Duration (Optional), Dispel Word (Optional).

Defensive Psyche Ward .

  • Casting Time: One Hour
  • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Line of Ward (Touch, the caster must actually move a finger or pointer, tracing the line or boundary of the Ward's limits), Unattended (Optional), Linked (Optional), Name of Link (Optional - only if Linked), Duration (Optional), Dispel Word (Optional).

Defensive Material .

  • Casting Time: One Hour
  • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Name of Object, Duration (Optional), Dispel Word (Optional). SUMMONING MAGIC SPELLS Although summoning spells can be used for a variety of things, they are most often used offensively, to draw objects and forces out of Shadow as weapons.

Lightning Bolt

  • Casting Time: One Hour
  • Lynchpins: Additional ten minutes casting time each. Direction of Conductive Channel, Distance of Channel (Optional), Magic of Shadow, Trigger.
  • Variations: Fire bolt, Cold Bolt

Pressurized Lava .

  • Casting Time: Thirty Minutes
  • Lynchpins: Additional five minutes casting time each. Magic of Shadow, Hand Motions (gestures are used to specify the location of the opening, and the tilt of the hands show the angle through which the lava will exit), Size of Lava Chunk, Trigger.
  • Variations: Any fluid material under pressure can be substituted for the lava. 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.
    • Malvern Hill: Spell opens to a prearranged collection of Vulcan Cannons, laser designated to fire when the portal opens. This can deliver munition but the firing location must be specially arranged.

Replicate Shadow Object .

  • Casting Time: Thirty Minutes
  • Lynchpins: Additional five minutes casting time each. Name of Object, Magic of Shadow, Living or Dead (Optional), Duration (Optional), Dispel Word (Optional). This is a creation spell not a conjuration spell.

Self-Teleport.

  • Casting Time: Thirty Minutes
  • Lynchpins: Additional five minutes casting time each. Magic of Shadow, Name of Destination **Variations:
    • Transport with Possessions (Optional, the caster will bring along possessions, and anything loose that is being grasped, up to about a ton, but it won't work if the caster is chained or attached to something really large),
    • Transport without Possessions (Optional, the caster will arrive naked, leaving all possession behind, but escapes bindings, chains, or the grasp of any hostile).

Specialty Spells

Single Wound Healing .

  • This spell stops bodily processes involved in damage of a single wound. It will slowly heal wounds to stop bleeding in a single wound.
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes casting time each.

Giant’s Slap

  • The caster claps his or her hands, and a magical force ‘slaps" the impact point. The degree of force can be greater or less, depending on how hard the hands are clapped: it tan be gentle enough to simply knock over a table, or hard enough to bash in a heavy door.
    • Spell Type: Summoning.
    • Base Casting Time: Thirty Minutes
    • Lynchpins: Additional five minutes of casting time each. location of Impact, Magic of Shadow.

Twin Transmission

  • This is Merlin's improvement over Julia's Special Delivery spell (see Julia’s Book of Spells). As a piece of sorcerer's bravado, Merlin took the original spell and improved upon it, increasing the volume of material summoned, and also doubling the effect, so that it works in two parts.
    • Spell Type: Summoning.
    • Casting Time: Forty-Five Minutes.
    • Lynchpins: Additional five minutes casting time each. Magic of Shadow, Name of Shadow Destination, First Component Type (Optional, unless specified the result will be a mixed bouquet), First Trigger Gesture, Second Component Type (Optional, unless specified the result will be a load of manure), Second Trigger Gesture, Quantity (Optional).

Trump Image Enhancement

  • The simplest form of Trump enhancement merely provides extra energy for making a Trump contact. This is, in effect, a burst of Psyche, like the Power Word of the same name. It can also be useful for breaking a Trump contact, or defending oneself against psychic attack, including one which accompanies an invasive spell.
    • Spell Type: Invasive.
    • Base Casting Time: Thirty Minutes.
    • Lynchpins: Additional five minutes of casting time each. Name/Description of Trump Subject, Magic of Shadow.

Light

  • 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.
    • Type: Summoning.
    • Base Casting Time: Thirty Minutes.
    • Lynchpins: Additional five minutes of casting time each. Description of Target Location, Magic of Shadow, Duration, Constant Position Relative to Target Object (Optional), Color (Optional), Dispel Word (Optional).

Levitate

  • An extremely complex and difficult spell. Once the spell is released, the caster concentrates, and rises up into the air. It's possible to fly forward, backward, bank and turn, etc. The only danger is, if the caster’s concentration slips, even for a moment, the spell is lost, and the caster will fall like a rock. This will almost certainly happen if anyone hits the caster, either physically or with a spell. Sometimes, just yelling at the caster will do it; anything that causes startlement. Even the impact of the caster hitting someone else can shatter the spell; it's very hard to fight while levitating, and the use of any powers—even triggering a Trump—is impossible. Levitate can be cast on someone else but it’s unlikely another person will know how to control the levitation. Unless one knows the spell, or has been ‘briefed” with a Psychic contact nothing is likely to happen. However, the one who levitates can carry along anything or anyone he or she is able to lift. People who are carried don’t have to concentrate.
    • Spell Type: Invasive.
    • Base Casting Time: Three Hours.
    • Lynchpins: Additional ten minutes of casting time each. Name description of Target (Optional), Magic of Shadow.

Visionary Persona

  • The caster gestures at someone, and visualizes their desired appearance. At once, they appear in that fashion, and this will last for several days, unless canceled. The spell can be cast on oneself, or on another person. It’s only an illusion.
    • Spell Type: Summoning.
    • Base Casting Time: Thirty Minutes
    • Lynchpins: Additional five minutes of casting time each. Name/Description of Target, Name/Description of New Appearance, Magic of Shadow, Duration (Optional), Dispel Word (Optional).

Animate Inanimate

  • This spell allows the caster to grant motion to otherwise immobile objects. Trees, furniture, rocks. if it is not secured to the ground it will attempt to move as if it was a living creature:A chair walks on its legs, chest wobbles on its corners, a tree on it roots if it has been uprooted. a rock rolls. .
    • Base Casting Time: 90 minutes
    • Lynchpins: Additional five minutes of casting time each. Name/Description of Target, Name/Description of New Appearance, Magic of Shadow, Duration (Optional), Dispel Word.

Uproot Tree

  • The caster can uproot trees not held magically in place.
    • Spell Type: Summoning.
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes of casting time each. Target.

Icy Path

  • The caster points in a line along the ground, and a sheen of slippery ice forms along that path.
    • Spell Type: Summoning
    • Base Casting Rime: Thirty Minutes
    • Lynchpins: Additional five minutes of casting time each. Directional Guide Word, Range Guide Word, Magic of Shadow, Dispel Word (Optional).

Gravedigger

  • Requires actual ground. For example, it will not work on solid rock, or in Tir-na Nog'th. The caster points at the ground, and the earth flies up and forms a mound to one side, leaving a trench about three feet by seven feet, and six feet deep. Designed as a gesture of intimidation.
    • Spell Type: Summoning.
    • Base Casting Time: One Hour
    • Lynchpins: Additional ten minutes of casting time each. location of Target Area, Magic of Shadow.

Fourth of July Spell

  • The caster points at a location, anywhere within sight but usually in midair. Immediately, a whole series of bright, multicolored fireworks flood out from that central point, filling the area with bright flashes of color, accompanied by loud bangs and whistles.
    • Spell Type: Summoning.
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes of casting time each. Location of Target Area, Magic of Shadow, Directional Guide Word, Range Guide Word, Size of Display, Duration (Optional), Dispel Word (Optional).

Fire Fountain

  • The caster can point, and a literal fountain of burning liquid spurts from the pointing finger. This is rather like a magical flame thrower. The burning liquid continues to jet forth for a maximum of thirty seconds. It will stick to skin, scales, clothing, etc., and continue burning for several minutes.
    • Spell Type: Summoning.
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes of casting time each. Magic of Shadow, Duration (Optional), Dispel Word (Optional).
    • Variations: The caster points at the ground, anywhere within sight range, and the fountain will spring up from that point. This version requires an additional Lynchpin—Location of Target Area.

Falling Wall

  • A square area of force forms wherever the caster directs, limited only by the caster's range of sight. The ‘wall’ forms parallel to the ground, and then falls with the same amount of force as if it had been a foot-thick brick wall. Normally, the Falling Wall disappears when it hits the ground. If something prevents it from doing so, it will strain against whatever is holding it up for about thirty seconds, and then disappear.
    • Spell Type: Summoning.
    • Base Casting Time: One Hour.
    • Lynchpins: Additional ten minutes of casting time each. Location of Target Area, Directional Guide Word, Size of Wall, Magic of Shadow.

Evict Possessing Entity

  • Drives away a spirit or disembodied intelligence, forcing it out of the possessed body.
    • Spell Type: Invasive.
    • Base Casting Time: Thirty Minutes.
    • Lynchpins: Additional five minutes of casting time each. Name/Description of Target, Magic of Shadow.

Blade Venom

  • A handy combat spell, used to coat a blade or point with a poisonous substance. While it's usually used in the Courts of Chaos to make weapons effective against Shape Shifters, other kinds of poisons can be specified.
    • Spell Type: Summoning.
    • Base Casting Time: Thirty Minutes.
    • Lynchpins: Additional five minutes of casting time each. Magic of Shadow, Size of Blade (Optional, if not specified it will cover the size of Merlin’s favorite blade style), Type of Poison (Optional, if not specified the poison will be an acid that burns flesh and prevents the rapid healing of a shape shifter or regeneration).

Well of Blackness

  • 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’).
    • Spell Type: Summoning.
    • Base Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), target (Optional for Logrus Sorcery), Dispel Word (Optional), Duration (Optional).

Burn

  • A variant on the Basic Spell “Quell,“ this spell locks the target’s voluntary muscles into spasm, preventing them from moving, casting spells, etc. (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.)
    • Spell Type: Invasive.
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Dispel Word (Optional), Duration (Optional).

Sound Capture

  • Mandor uses this spell to capture a ‘recording" of sound within a precious stone, playing it back later by speaking a command word.
    • Spell Type: Summoning. **Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Trigger, Command to Stop Recording, Play-back Command.

Imperatives

  • This spell produces an overriding desire in the target to follow a specified, simple, course of action, such as “See your brother. See your mother. Get crowned." More complicated courses of action would require a different spell. In Prince of Chaos, such a spell is cast on the spikard Merlin is supposed to get; it is intended to affect the wearer.
    • Spell Type: Invasive.
    • Casting Time: Thirty Minutes
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Dispel Word (Optional), Specific Imperatives (ten minutes per imperative).

Electric Porcupines

  • This spell summons a mass of floating, spiked metal balls, bristling with lightning, which are all drawn through the air toward the target as if by magnetism. Any that contact the target give an electric shock, numbing the part contacted; if enough hit, the target may be shocked into unconsciousness (Human or Chaos level endurance), incapacitated by muscle spasms (Amber endurance or only a few points), or merely annoyed (good rank in endurance).
    • Spell Type: Summoning.
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Number of Porcupines, Trigger.

Diamond Bubble

  • Another entrapment spell, this one surrounds the target with a bubble of the hardest crystal, invulnerable to conventional forces, through which various types of energy (Magic, Trump, Logrus, or Pattern; determined by the caster) cannot pass.
    • Spell Type: Summoning.
    • Casting Time: One and a Half Hours
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Dispel Word (Optional), Protection Range (naming Magic, Trump, Logrus, or Pattern in any combination), Trigger.

Chains of Deliverance

  • Brings into being a webwork of living, twisting, viciously-hooked chains, which envelop the target and draw him er/it toward the caster, all the while draining the target’s magical energy. 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).
    • Spell Type: Summoning
    • Casting Time: One and a Half Hours
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Trigger.

Bubble Stream

  • 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.
    • Spell Type: Summoning.
    • Casting Time: One Hour, plus an additional Fifteen Minutes for each additional emotion beyond the first
    • Lynchpins: Additional fifteen minutes casting time each. Magic o( Shadow, Hand Motions (Optional), Name of Target (Optional), Type of Emotion (Optional, but one Lynch pin per emotion specified), Trigger (Optional), Dispel Word (Optional), and Quantity of Bubbles (Optional).

Confusion Storm

  • Find a race of strongly Psychic creatures out in Shadow, of the type that broadcast their emotions. Then record their confusion as they are subjected to a number of stresses. Finally, put the resulting recording through a manic blender, sight first, then hearing, then taste, smell, etc., till the pieces are no more than half a second long. Release, so the target is subjected to a barrage of emotions. If successful, the victim will be literally unable to form a whole word, let alone a thought.
    • Spell Type: Summoning.
    • Casting Time: Two Hours.
    • Lynchpins: Additional five minutes casting time each. Magic of Shadow, Name of Target (Optional), Duration (Optional), Dispel Word (Optional).

Warm & Fuzzy

  • Why break into somebody’s mind with a battering ram or a pickaxe, if you can coax them into handing you the keys. Under the influence a “Warm Fuzzy” spell, the target will feel safe, willing to trust the caster. If successful, the victim will be easy meat for Imperatives, or any other invasive spell. 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.
    • Spell Type: Invasive.
    • Casting Time: One Hour.
    • Lynchpins: Additional five minutes casting time each. Name Description of Subject, Name of Caster's Current Shadow location, Name of Subject’s location in Shadow, Duration (Optional), Dispel Word (Optional).

Astral Club

  • This spell conjures a shimmering, translucent rod of force, that sails through the air from the caster’s hand. Being insubstantial until contact, it is impossible to parry with conventional weapons. The main advantage of this spell is that it is fast, and that an ignorant target may attempt to parry rather than dodge.
    • Spell Type: Summoning.
    • Casting Time: Thirty Minutes
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow (Optional (or Logrus Sorcery), Hand Motions, Trigger.

Spells Added by Raphael

Camping Inspired Spells

Prepare Campsite

  • This spell Clears the Area of Debris, Gathers Wood, makes a Ring of Rocks for a Fire, etc.
    • Spell Type: Summoning.
    • Casting Time: Thirty Minutes
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Target Area, Gathering Area.

Landscape Campsite

  • This spell is an improved version of the Prepare Campsite Spell. It significantly Alters the Ground & Plants in the designated area; levels the ground, removes rocks, digs a fire pit, prunes branches, moves small plants, etc., as well as the effects of the Prepare Campsite Spell.
    • Spell Type: Invasive, Summoning.
    • Casting Time: One Hour.
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Target Area, Gathering Area, Relocation Area(s).

Set-Up Campsite

  • This Spells Sets-Up Shelters, Furnishings, Kitchen areas, Stacks Wood, etc.
    • Spell Type: Summoning.
    • Casting Time: Thirty Minutes
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Target Supplies, Target Area(s).

Happy Campsite

  • This spell Calms the Air (or provides a slight Breeze), creates a Comfortable Temperature, channels any Smoke straight upwards, Repels Insects from the Area, etc.
    • Spell Type: Defensive.
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Target Area.

Cleanup Campsite

  • This spell Restores the Area to its Previous State prior to any normal or magical alterations; Removes Debris from the Area, etc.
    • Spell Type: Invasive, Summoning.
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Target Area.

Gnome Inspired Spells

Gardening: Till & Furrow

  • This spell tills and furrows earth for gardening and planting of crops.
    • Spell Type: Invasive.
    • Casting Time: Thirty Minutes
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Target Area.

Gardening: Plant & Water

  • This spell plant Seeds in the ground and Waters them. Seed & Water can be provided or Summoned.
    • Spell Type: Invasive, Summoning.
    • Casting Time: One Hour.
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Target Area.

Gardening: Weed & Tend

  • This spell (SPELL DESCRIPTION HERE)
    • Spell Type: Invasive, Summoning.
    • Casting Time: One Hour
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Target Area.

Gardening: Harvest & Crate

  • This spell (SPELL DESCRIPTION HERE)
    • Spell Type: Summoning.
    • Casting Time: One Hour.
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Target Area(s).

Gardening: Clean & Sort

  • This spell (SPELL DESCRIPTION HERE)
    • Spell Type: Invasive, Summoning.
    • Casting Time: One Hour.
    • Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Target(s), Target Area(s), Duration.

Circus Inspired Spells

Move/Sculpt Earth: Motorcycle Race Track

  • This spell changes the shape of the earth in the designated area. The spell shapes the earth into the shape of an inward sloped raceway track; shape is usually pre-determined but can be set as a Lynchpin. All debris, rocks and obstacles are removed from the area and usually moved outside the area of effect or buried deep to add needed volume.
    • Spell Type: Invasive.
    • Micro-Spells: Shadow Manipulation: Shape Shift Shadow Item
    • Casting Time: Thirty Minutes plus 15 minutes for Lynchpins listed below
    • Lynchpins: Plus 5 minutes each (3). Magic of Shadow, Target Area, Dispel Word.

Programmed Illusions

  • This spell (SPELL DESCRIPTION HERE)
    • Spell Type: Invasive, Defensive, Summoning.
    • Micro-Spell(s) Used: Shadow Opening, Shadow Manipulation: Shape Shift, Shadow Manipulation: Prepare Item/Area, Shadow Manipulation: Define Channel, Magical Energy, Mind Touch
    • Casting Time: Thirty Minutes per Micro Spell used
    • Lynchpins: Additional 5 minutes casting time per Lynchpin per Micro Spell used.
      • Typical Lynchpins: Magic of Shadow, Target or Target Area, Duration, Dispel Word, etc.

Fireworks Display

  • This spell (SPELL DESCRIPTION HERE)
    • Spell Type: Invasive, Defensive, Summoning.
    • Micro-Spell(s) Used: Shadow Opening, Shadow Manipulation: Shape Shift, Shadow Manipulation: Prepare Item/Area, Shadow Manipulation: Define Channel, Magical Energy, Mind Touch
    • Casting Time: Thirty Minutes per Micro Spell used
    • Lynchpins: Additional 5 minutes casting time per Lynchpin per Micro Spell used.
      • Typical Lynchpins: Magic of Shadow, Target or Target Area, Duration, Dispel Word, etc.

Shape Shifting Clothing

  • This spell (SPELL DESCRIPTION HERE)
    • Spell Type: Invasive, Defensive, Summoning.
    • Micro-Spell(s) Used: Shadow Opening, Shadow Manipulation: Shape Shift, Shadow Manipulation: Prepare Item/Area, Shadow Manipulation: Define Channel, Magical Energy, Mind Touch
    • Casting Time: Thirty Minutes per Micro Spell used
    • Lynchpins: Additional 5 minutes casting time per Lynchpin per Micro Spell used.
      • Typical Lynchpins: Magic of Shadow, Target or Target Area, Duration, Dispel Word, etc.

Travel Inspired Spells

Alter Monies & Documents

  • This spell (SPELL DESCRIPTION HERE)
    • Spell Type: Invasive, Defensive, Summoning.
    • Micro-Spell(s) Used: Shadow Opening, Shadow Manipulation: Shape Shift, Shadow Manipulation: Prepare Item/Area, Shadow Manipulation: Define Channel, Magical Energy, Mind Touch
    • Casting Time: Thirty Minutes per Micro Spell used
    • Lynchpins: Additional 5 minutes casting time per Lynchpin per Micro Spell used.
      • Typical Lynchpins: Magic of Shadow, Target or Target Area, Duration, Dispel Word, etc.

Alter Clothing & Gear (self, other or group)

  • This spell Shapes Shifts all Clothing and Gear on the Target(s) and alters them according to the Caster's desires at the time the Spell is released. This Spell can alter size, shape, design, style, material, color, pattern and more, of all non-magical clothing, gear and even weapons... again, as the Caster desires. Useful for 'blending-in' in new places or in a crowd to lose oneself, having suitable garb for an unplanned event or for standing out in a crowd, and for resizing clothing and gear after a Shape Change or Shape Shift.
    • Spell Type: Invasive.
    • Micro-Spell(s) Used: Shadow Manipulation: Shape Shift
    • Casting Time: 30 Minutes plus 15 minutes for Lynchpins listed below.
    • Lynchpins: Additional 5 minutes casting time per Lynchpin (3); Magic of Shadow, Target(s), Dispel Word

Undead Slaying Inspired Spells

Pressurized Holy Water

  • A variation on the Pressurized Lava Spell, this spell Summons Blessed Holy Water from the Swimming Pool at the St. Cabrini Shrine in Colorado, USA, Shadow Garland (aka Change World). It creates a Shadow Opening inside the drain pipe just past the pumping mechanism and simultaneously actives the high pressure pump to begin rapidly draining the pool. It also simultaneously creates a Summoning Portal on the Caster's end about an inch away from his/her palm (right or left) and allows the Caster to direct the pressurized stream of water as he/she desires. The Shadow Opening on the Caster's end is a bit smaller than the opening on the pipe end it comes from to increase the pressure of the water delivered. Once the pump is activated, a message appears in green letters on the pump: "Sorry to take without asking; I beg your forgiveness. ~Raphael" Once the Spell ends, the pump deactivates and the message disappears a few hours later.
    • Spell Type: Invasive, Summoning.
    • Micro-Spells Used: Shadow Opening, Shadow Manipulation: Shape Shift (activate pump, display message)
    • Casting Time: One Hour and 20 Minutes (includes Lynchpins listed below)
    • Lynchpins: Plus 10 minutes each (2). Magic of Shadow, Dispel Word ("H2No")

Starting Spells Hung on Sigil

Invisibility

  • good for a Low Order Sorcerer. the main difference between High and Low versions is duration

Giant's Slap

  • good enough to shut doors but not kick open strong doors. But it could play hell with a table setting

Cardiac Arrest

  • a killing spell for High Order but for Low Order it is mainly a massive chest pain distraction unless someone has heart problems

Defensive Shield

  • as a Low Order spell is mainly useful against Low Order Magic, but it's a must

Single Wound Healing

  • stops a single wound from causing someone to bleed out. The size of the wound is important. A High Order version will stop almost any wound short of decapitation

New Spell Template

SPELLNAMEHERE

  • This spell (SPELL DESCRIPTION HERE)
    • Spell Type: Invasive, Defensive, Summoning.
    • Micro-Spell(s) Used: Shadow Opening, Magical Energy, Mind Touch, Shadow Manipulation: Shape Shift, Shadow Manipulation: Prepare Item/Area, Shadow Manipulation: Define Channel
    • Casting Time: Thirty Minutes per Micro Spell used
    • Lynchpins: Additional 5 minutes casting time per Micro Spell used per Lynchpin.
      • Typical Lynchpins: Magic of Shadow, Target or Target Area, Duration, Dispel Word, etc.
  • (Example Spell: Lightning Bolt. Spell Type: Summoning. Micro-Spells Used: Shadow Opening + Shadow Manipulation: Define Channel. Casting Time: Shadow Opening + Shadow Manipulation: Define Channel = 60 minutes. Lynchpins: Shadow Opening + Shadow Manipulation: Define Channel = 10 min per Lynchpin times two (X2) Lynchpins; Magic of Shadow + Target = 20 min extra Casting Time)