Spell Building

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.

Custom Spell Rule #1

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 Change. For example, a sorcerer without the Blood of Amber can't create a spell that calls upon the power of the Pattern.

Custom Spell 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 Change. For example, a spell that combines its actions with a Logrus Tendril could only be created by an Advanced Logrus Wielder.

Micro Spells

  1. 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 pressurised 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).

  2. Shadow Manipulation.

    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 prepare Shadow for the use of other magics.

    Here are the possibilities:

    Each change requires a separate Shadow Manipulation Micro-Spell.

    For example, casting a single spell that turns a rock into an amulet (Shape Change Shadow Item), and then preparing that amulet for storing magical energy (Prepare Item for Magical Energy), would require two Shadow Manipulation Micro-Spells.

    Base Casting Time: Thirty Minutes

    Lynchpins: Additional five minutes casting time each. Name of Current Shadow, Duration (optional), Dispel Word (optional).

  3. Magical Energy

    This spell manipulates raw magical power. Any limits to the energy that the spell can control are more a matter of how much energy spells and objects can contain, rather than any innate shortage of magic energy.

    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).

  4. 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.

    Once linked, the affected minds remain in contact until they decide to stop, or until something forcibly breaks the contact.

    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 Caster's location in Shadow, Duration (optional), Dispel Word (optional).

Friday, October 24, 1997

Suhuy

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