While some lynchpins may be optional, this only means that they can be built into the spell, or used as lynchpins. Some, like Dispel Words, can be left out. For every lynchpin used, whether built in or not, that time must be added to the casting time of the spell.
Quell. By altering the nervous system of the victim, this spell puts them to sleep. It requires overcoming the victim's Psyche. Duration depends on what the effects around the victim are. (Obviously, someone in a loud place isn't going to sleep very long.)
Base Casting Time: One Hour
Lynchpins: Add ten minutes to casting time for each. Name/Description of Subject, Magic of Shadow, Duration (Optional), Dispel Word (Optional).
Variations: This can be adjusted to affect just about any natural process, speeding up or slowing down.
Cardiac Arrect. Stops the heart of the victim. Human ranked Endurance just die; Chaos Endurance need a week of bed rest to recover; Amber ranked Endurance have something like a sudden blackout.
Base Casting Time: One Hour
Lynchpins: Add ten minutes casting time each. Name/Description of Subject, Magic of Shadow, Duration (optional), Dispel Word (Optional).
Defensive Shield. This is a magical shield, fixed in place. It works against physical attacks, fire, heat, lightning, wind, rain, bad weather. Someone really determined, with at least Amber Strength, could penetrate the barrier. It lasts for a maximum of two hours in Amber itself.
Casting Time: One Hour
Lynchpins: Add ten minutes casting time each. Magic of Shadow, Placement of Shield, Dimensions of Shield, Shape of Shield (Optional, default square), Limits of Effectiveness (Optional), Duration (Optional), Dispel Word (Optional).
Defensive Psyche Ward. Placed on a door, wall, or a circle drawn on the ground, this prevents anything of less than Amber Psyche from entering the area. Anyone with Amber or better Psyche can force their way into it. The caster can link their own mind to the ward, increasing the resistance to their Psyche level. This lasts up to 24 hours, unless linked, where it can last indefinately.
Casting Time: One Hour
Lynchpins: Add ten minutes casting time each. Magic of Shadow, Line of Ward (Touch, the caster must actually trace the line or boundary of the Ward), Unattended (Optional), Linked (Optional), Name of Link (Optional, only if Linked), Duration (Optional), Dispel Word (Optional).
Lightning Bolt. This opens a conductive line between some highly charged spot in Shadow, and the target area. Duration is instant, but the conductive channel must be defined first, otherwise the caster will be the target. This 'lag' time is enough for a single person to dodge out of the way, but it works great against masses of people or stationary objects.
Casting Time: One Hour
Lynchpins: Add ten minutes casting time each. Direction of Channel, Distance of Channel (Optional), Magic of Shadow, Trigger.
Self-Teleport. Transports the caster to a specified location. This can be built into the spell, or specified as a series of lynchpins. It happens instantly. One version will take everything you have on you, but won't work if you are bound or chained to anything large, and the other sends just you, minus all possessions (like clothes).
Casting Time: Thirty Minutes
Lynchpins: Add five minutes casting time each. Magic of Shadow, Name of Destination (Optional), Transport with Possessions (Optional, takes anything up to about a ton), Transport without Possessions (Optional, sends just the caster, but frees them from any chains or bonds).
Unweaving. From the spellbook of Dara. This spell works only against Shape Shifters, but it forcibly splits the body apart into several smaller creatures. These seperate parts aren't much larger than a dog and about as smart as a rabbit. More talented Shapd Shifters can 'grow' back together quickly, but will no doubt have a lot more parts too. Requires overwhelming the victim's Psyche.
Casting Time: One Hour
Lynchpins: Add fifteen minutes casting time each. Name/Description of Subject, Magic of Shadow, Reassembly Command (Optional).
Audio Blast. From the spellbook of Julia Barnes. This spell creates a massive amount of noise, usually something incredibly annoying and technology-based.
Casting Time: Thirty Minutes
Lynchpins: Add five minutes casting time each. Magic of Shadow, Volume (Optional), Dispel (Optional), Sound Effect (Optional, suggest klaxon, siren, rock band, etc).
Well of Blackness. From the spellbook of Mandor. Blocks off all of a creatures normal senses, leaving them in darkness and silence. Targets with Human Psyche could be driven insane if left like this for too long, others will most likely only be inconvenienced.
Casting Time: One Hour
Lynchpins: Add ten minutes casting time each. Magic of Shadow (Optional for Logrus Sorcery), Target (Optional for Logrus Sorcery), Dispel Word (Optional), Duration (Optional).
Fantasia for Six Acetylene Torches. From the spellbook of Merlin. The caster points at a person or target, and six intense blue-white flames dart from their finger and take up close orbit around the target.
Casting Time: One Hour
Lynchpins: Add ten minutes casting time each. Name/Description of Target, Magic of Shadow, Directional Guide Word, Duration (Optional), Dispel Word (Optional).
Custom spells can be built, at the Game Master's discretion. Most spells use two or more of the following aspects:
Shadow Opening -- opens a gate from one Shadow to another. These are usually temporary. These are commonly used for spells like teleportation, or attack spells like Lightning Bolt or Pressurized Lava. Base Casting Time: Thirty Minutes. Lynchpins: Add five minutes casting time each. Name of Current Shadow, Name of Destination Shadow, Name of Destination Shadow Location, Duration (Optional).
Shadow Manipulation -- This alters the aspect of some Shadow object. In combination with a mind touch spell, it can affect the target, with things like sleep, pain, or other changes. Base Casting Time: Thirty Minutes. Lynchpins: Add five minutes casting time each. Name of Current Shadow, Duration (Optional), Dispel Word (Optional).
Magical Energy -- This draws on raw, magical power from somewhere off in Shadow. This is for maintaining longer spells, like defensive wards, or creating magical (but temporary) items. Base Casting Time: Thirty Minutes. Lynchpins: Add five minutes casting time each. Name of Current Shadow, Duration (Optional), Dispel Word (Optional).
Mind Touch -- Opens a mind-to-mind link between the caster and the target. It works about the same as a Trump contact, and is the basic part of any spell that directly affects another creature. This always requires overcoming the Psyche of the victim (unless they are willing). Base Casting Time: Thirty Minutes. Lynchpins: Add five minutes casting time each. Name/Description of Subject, Name of Subject's Current Shadow Location, Duration (Optional), Dispel Word (Optional).
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