Basic Spell List

[Defensive Magic Spells | Invasive Magic Spells | Summoning Magic Spells | Misc]

Abbreviations in the "lynchpins" section:

ms - magic of shadow
time - duration of spell
dw - dispel word
* - this is optional
[] - default if nothing is specified


Defensive magic spells

Bodily defense:
Fills the body with magic energy devoted to blocking out external influences: sorcery, conjuration, logrus, pattern. (you can only defend against things you have some experience with.) Lasts up to an hour or until dispelled.

Casting time: 1 hour/10 minutes per pin
Lynchpins: target, ms, time*, dw*, protection range

Defensive shield:
Creates a magical shield, fixed in place as a barrier against objects, fire, lightning, wind, etc. Can be battered down with a lot of physical effort. Last up to 2 hours.

Casting time: 1/10
Lynchpins: ms, placement, dimensions, shape* [square], limits of effectiveness* (what it blocks), time*, dw*

Defensive Psyche Ward:
Creates a barrier to any who attempt to pass, creatures of less than Amber psyche will be barred from passing, Amber psyche can batter through in about the time it takes to make a trump contact. Can be linked to the mind of the caster. Lasts up to 24hrs, or until dispelled if linked.

Casting time: 1/10
Lynchpins: ms, line of ward (must trace it), unattuned/linked, name of link*, time*, dw*

Defensive Material:
Gives any object the qualities of a shield that is invulnerable to conventional weapons. May only be a single object of a single material. Lasts indefinately in one shadow. Has no resistance to being hit by psyche, magic, etc.

Casting time: 1/10
Lynchpins: ms, name of object, time*, dw*

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Invasive magic spells

{These require overcoming the victim's psyche}
Mind Touch:
Opens mind to mind contact with the target, must know the exact location of the subject to succeed. Lasts as long as the psyche contact persists. This contact is sutiable for mind reaming and other psyche fights.

Casting time: .5/5
Lynchpins: name/desc of target, ms, time*, dw*

Cardiac Arrest:
Stops the heart of the victim. Effectiveness based on endurance of the target. Will kill a human; will give someone of chaos rank a heart attack requiring bed rest; will give someone of amber rank or higher a sudden blackout.

Casting time: 1/10
Lynchpins: name/desc of target, ms

Quell:
Puts target to sleep. Target will also wake up if something disturbs them.

Casting time: 1/10
Lynchpins: name/desc of target, ms, time*, dw*
Variations: Can also be modified to affect other bodily processes, either slowing them down or speeding them up.

Stone Binding:
Changes the time rate inside the victim, slowing them to immobility. Will decay rapidly if moved around through shadow.

Casting time: 1.5/15
Lynchpins: name/desc of target, ms, time*, dw*

Drain Strength
Drains strength to human level. Lasts indefinately in a single shadow, dispelled by a touch of Pattern or Logrus or movement through shadow.

Casting time: 2/20
Lynchpins: name/desc of target, ms, time*, dw*

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Summoning Magic Spells

Lightning bolt:
Opens a channel to some highly charged place, the conductive channel must be defined, lest the caster be the first target, there's enough lag time for those with psychic sensitivity to dodge it.

Casting time: 1/10
Lynchpins: dir of channel, dist of channel*, ms, trigger

Pressurized lava:
A quick shadow opening to a place where lava is under pressure. Hitting a target is still a contest of warfare, range is limited by size - smaller chunks go farther (opening can be any size).

Casting time: .5/5
Lynchpins: ms, size of lava chunk, trigger, hand motions (to describe to specify the loc of the opening, the tilt of hands show angle through which lava will exit)
Variations: sea water, fresh wtaer, rain, air, wind, liquid sulphur, etc.

Self Teleport:
Teleport yourself either with or without clothes & possessions to some location in shadow, the latter will teleport you out of restraints, the former won't send you anywhere if you're chained to someting really big.

Casting time: .5/5
Lynchpins: ms, destination, with or without possessions

Magic Drain:
Creates a hole through which all loose magic is drained effectively limits magic in an up to two mile area. Can be made self sustaining if enough magic is drained before time runs out.

Casting time: 1/10
Lynchpins: ms, placement of hole, drain exit, area of drain*, time*, dw*

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Misc

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[Rules]