- 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*
- 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*
- 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*