These spells usually require the Mind Touch micro-spell.
Opens a mind to mind link between the caster and the victim. This link performs the same way as touch or a Trump contact, allowing the two minds to touch. Requires overcoming the Psyche of the victim, so an advantage in Psyche is required.
The exact location of the victim, specifying which Shadow, and where in that Shadow, is needed for the spell to succeed. Which is obviously not a problem if the victim is in sight of the caster. The duration is indefinite, lasting as long as the Psyche contact persists.
Micro-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).
By influencing and altering the nervous system of the victim, this spell puts them to sleep. It requires overcoming the Psyche of the victim.
Duration depends on whether or not anything disturbs the victim
Micro-spells: Mind Touch, Shadow Manipulation
Base Casting Time: One Hour
Lynchpins: Additional ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (optional), Dispel Word (optional).
Variations: Can be modified to affect any natural bodily function of the victim, either speeding up or slowing natural processes.
Stops the heart of the victim. Effect is instantaneous. Requires a Psyche advantage.
Those with Shadow Endurance will simply collapse and die. A Partial ranked Endurance character will suffer the equivalent of a heart attack, requiring a week of bed rest to recover. For characters of Real or better Endurance, the effects will be alarming, roughly equal to a sudden blackout, but harmless in the long run.
Micro-spells: Mind Touch, Shadow Manipulation
Base Casting Time: One Hour
Lynchpins: Additional ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (optional), Dispel Word (optional).
Changes the time rate inside the victim, so they are slowed down into immobility, relative to their environment. The resulting statue remains this way for 12 hours or so, in any one Shadow. Requires a Psyche advantage.
Getting rid of the spell is fairly simple. A touch of Pattern or Logrus power will easily dispel the binding. Likewise, moving the 'statue' around in Shadow tends to decay the magic, so that the spell will wear off in only a few hours.
Micro-spells: Mind Touch, Shadow Manipulation, Magical Energy
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).
Turns the subject invisible, or, if desired, partly transparent. Requires a Psyche advantage if opposed.
Lasts for an hour or so.
One big drawback is that with complete invisibility all light passes through the body, so there's no light for the eye to pick up, and the subject is effectively blind.
Therefore it's best to become only partly invisible, so there's still enough light to see, though dimly.
During bright daylight 95% invisibility would leave enough light to see. On a dark night 50% invisibility would make the character impossible to see, but would leave at least some light to see by.
Invisible objects make normal amounts of noise, smell, taste, and are just as noticeable with Psychic or mystical powers as anyone else.
Micro-spells: Shadow Manipulation, Magical Energy
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).
Variations: Turning insubstantial instead of invisible is one possibility.
However, with a total insubstantial form there are two drawbacks: first, one would be deaf as well as blind; and second, unless somehow prevented, the subject would start falling down through the ground.
Reduces the Attribute of Strength to Shadow level. Requires a Psyche advantage.
Dispelled by a touch of Pattern or Logrus, or by a movement through Shadow. Lasts indefinitely in any one Shadow.
Micro-spells: Mind Touch, Shadow Manipulation, Shadow Opening, Magical Energy
Base Casting Time: Two Hours
Lynchpins: Additional twenty minutes casting time each. Name of Subject, Magic of Shadow, Duration (optional), Dispel Word (optional).
These spells rely on the Magical Energy micro-spell.
Fills the body with magical energy devoted to blocking out external influences. Although the spell can be tailored for any specific threat, the basic spell is designed to work against Magic, Trump, Logrus, and/or Pattern. Lasts up to one hour or until dispelled by the caster.
Micro-spells: Magical Energy, Shadow Manipulation
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).
A magical shield, fixed in place, is cast as a barrier. The basic spell works against Physical Attacks, plus Fire, Heat, Lightning, Wind, Rain, and harsh Weather.
A determined individual, of Real Strength or better, or any largish moving object (a bulldozer, or a dragon), will be able to penetrate the barrier. Will last for a maximum of two hours in Amber.
Micro-spells: Magical Energy, Shadow Manipulation
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).
Creates a hole through which all loose magic is drained away.
Effectively limits the magic in an area, up to two miles in diameter, where spells will be drained as they are cast, or as lynchpins are inserted, or, for those successfully cast, any magical energies they generate.
Duration, if undisturbed, is thirty minutes in Amber.
However, the drain can be made self-sustaining, so the more magic the spell drains, the longer it lasts.
If enough magic enters before any thirty minute time segment expires, it can continue indefinitely (unless, of course, a duration is defined).
Although it can be dispelled by other energies, dispelling a Magic Drain with magic is near impossible, since the magic just goes away.
Micro-spells: Magical Energy, Shadow Opening
Casting Time: One Hour
Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Placement of Hole, Drain Exit (can be imply into the ground, or dispersed, or off to another Shadow location), Area of Drain Effect (optional), Duration (optional), Dispel Word (optional).
Placed on a doorway, on walls, or simply as a circle drawn on the ground, it creates a Psyche barrier to any who attempt to pass. Creatures of less than Real Psyche will be unable to pass the barrier.
If left untended, the Ward has the equivalent Psyche of an Amberite, and can be forced in about as long as it would take the intruder to make a Trump contact.
However, it is possible to link the Ward to the mind of the caster, or one who the caster chooses, in which case anyone attempting to force the Ward would end up in a direct mind to mind link.
Lasts up to 30 minutes.
Micro-spells: Magical Energy, Shadow Manipulation
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).
Gives any object the qualities of a shield that is Invulnerable against Conventional Weapons. Basically, the object then becomes invulnerable to missile fire, blades, and normal energy like fire and electricity.
Can only be cast on a single object, made of a single type of material (a cotton shirt, a wooden shield, a rock wall). Lasts indefinitely in any one Shadow. Has no resistance if being dispelled with Psyche, magic or in any other way.
Micro-spells: Magical Energy, Shadow Manipulation
Casting Time: One Hour
Lynchpins: Additional ten minutes casting time each. Magic of Shadow, Name of Object, Duration (optional), Dispel word (optional).
These spells use the micro-spell Shadow Opening.
The magic actually opens up a conductive line between some highly charged place in Shadow, and a target area. Duration is instantaneous, but the conductive 'channel' must be defined before the Shadow hole is opened, other wise the caster will be the first target.
Unfortunately the lag time is enough for those with Psyche sensitivity to dodge out of the way, but it works great against stationary targets and massed soldiers. Chances of hitting a target depend on the caster's Warfare.
Micro-spells: Shadow Opening, Shadow Manipulation
Casting Time: One Hour
Lynchpins: Additional ten minutes casting time each. Direction of Conductive Channel, Distance of Channel (optional), Magic of Shadow, Trigger.
A quick opening, from the current location, to a place where lava is under high pressure, allows for a chunk of the super-heated rock to blast out from the caster.
The size of the lava chunk is defined by the caster, but anything over 200 pounds is risky because of the intense heat. Hitting, as with all projectiles, depends on the Warfare of the caster. The range is limited by the size, so the biggest chunks travel only a few feet, where a tiny blob can arc out over a couple of hundred feet.
Micro-spells: Shadow Opening
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 east), 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.
Forms a duplicate out of Shadow of any object. Making a replicate of a living thing could result in a living duplicate, or if the Sorcerer prefers, a dead duplicate (a corpse). No duplicated item, living or otherwise, will have the powers or magic of the original. Duplicates last until dispelled, or until moved from the Shadow where they were created.
Micro-spells: Shadow Opening
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).
Transports the caster to a specified location. The location can be built into the casting, or can be defined as a series of lynchpins. Takes place instantly. Comes in two varieties. One, where if you are bound, or chained, or otherwise held, the spell does not release you, but may transport you along with whatever is attached to you.
The other, where you are teleported free of anything bound or attached to your body, but also leaving behind all your other possessions, clothing, weapons, jewellery, and even objects held in your hand.
Micro-spells: Shadow Opening
Casting Time: Thirty Minutes
Lynchpins: Additional five minutes casting time each. Magic of Shadow, Name of Destination (optional), 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).
Friday, October 24, 1997 | Want more? |