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<OOC: Here's the spells...
Telekenetic Fists: This spell uses both Illusion and Manipulation to create a set of slivery gauntlets that will relentlessly pummel an opponent so long as the caster concentrates on the target. The caster must be able to see and hear the target at all times or the spell will fizzle away. The size of the fists is controled by the caster, and can be as large or as small as the caster, but the larger the caster makes the fists, the more fatiugue he will have to bear. For each blow landed by the fists, the caster will feel a bit of fatiuge weigh on him.
Open Sessame: This Manipulation spell can open any door that hasn't been magicly sealed, regardless of how the door has been secured. No man-made lock can resist this spell, although the more complex locks do place a bit more of a strain on the caster. If the door has multiple locks on it, the spell will take a few seconds to work, but otherwise the effect is instant.
Flaming Finger: One of the first spells a student learns at the Royal Wizardry & Thamutology Academy is how to surround a finger with fire without actualy burning that finger. This spell essentialy turns any one of your own fingers into an instant fire source. Beginers can only use it to light fires and hurt themselves, but Michael has long-since mastered this spell and can use it to create as much as a three-foot long blast of flame. The spell is limited to no more than that length since it's inteneded as a beginer's spell, but it's still very usefull. Michael never becomes fatiuged when using this spell, even if he sustains it for a long period of time. The flame isn't very bright, but it's enough to read by.
Antimagic Shell: This Elemental Manipulation spell draws upon the forces of chaos itself to produce in the target complete imunity against all magical forces, no matter their type or origin. It will produce a sphere that is centered on whatever the target of the spell is. This sphere will be of a random duration and a random size, but it is usualy between six to eight feet in diameter and usualy lasts five-to-ten minutes. The sphere is partialy opaque, and will take on the appearance of smoke and ashes. However, this "smoke and ashes" effect is not very solid, does not hinder movement, does not hinder breathing, and does not have any odor. Moreover, the visible effect does not permeate the interior of the sphere, just the outside shell. Once cast, the spell will sustain itself for an unpredicable period, and cannot be re-cast untill the spell wears off. Anything that finds itself inside an Anti-magic Shell can perfrom no magic whatsoever, and can produce no effect that draws upon magical forces. Magical creatures that depend on a link to another plane of existance may become de-powered if they are inside an Anti-magic shell. Demons, ghosts, faeries, and magical illusions will be instantly destroyed if they are inside an Anti-magic shell. A magic user that is inside an Antimagic Shell cannot cast spells at all, even if it was he who cast that Antimagic Shell. The Shell will stay centered on whatever target it was cast on, and will follow the target if the target moves. This powerfull spell is very fatiuging to cast, and Michael often passes out from the extertion of casting it. This spell was part of Michael's final examination before graduating from the Academy. He couldn't graduate untill he could cast the spell without keeling over. It should be noted that this spell will negate any and all magical effects in the area of effect that it generates.
Create Water This is the second spell that the Academy taught to Michael. It is a purely Elemental spell that brings water from the Elemental Plane of Water to whetever location or object the caster can see. The ammount of water depends on how hard the caster is concentraing. Any amount can be produced if the caster is sufficienty skilled, but Michael has never been able to produce more than about 50 litres without spell faliure. No container will appear with the water, so if the caster hopes to save the water he must cast it into en existing container. The water is completely real, and will not vanish when the spell expires. The water is always cold, and always fresh. Although Michael has never seen it happen, he was warned by his teachers that excessive use of this spell could earn him a visit from Water Elementals. Tales tell of a wizzard who continualy cast this spell as a way to fill an ocean, but was interupted by some rather upset Water Elementals who proceded to drown the hapless wizzard. That tale is aparantly meant as a warning to those who would abuse the forces of magic.
Shadow Self This is an illusion spell that will casue the caster to appear to become cloaked in shadow, even though no source of the shadow is visible. This affords the caster a measure of stealth, but it has a drawback: The caster's veiw of the world will become equaly darkened, and no ammount of addtional lighting will change this untill the spell is ended. This spell must be continualy concentrared on or it will instantly fail, and so no other spellcasting is possible while this spell is in effect. The spell is moderatly fatiuging, and Michael has never been able to sustain it for more than five minutes beofre having to quite lest he pass out.
Detect Spellcasting This simple Transformation spell will detect any active Divine or Arcane spell that is either in the process or being cast or has already been cast and is still in effect.. or at least that's the theory. In practice it means that any spell LESS powerfull than the power of this spell (as cast) will be detected, and any spell that is more powerfull will not be detected. That means that the caster has to choose how hard he wants to concentrare while casting this spell. The spell will only reveal detected spells to the caster, not to anyone else. This spell can only detect the Divine and Arcane types of magic, not the other three types. There is a spell that can detect all five, but Michael doesn't know it.
Colorspray This powerfull illusion spell can blind, daze, or render unconcious anyone who looks at the spell's effects. Unfortunately, this also applies to the caster, so the caster must take precautions before casting this spell. (See Bigby's Protective Manipulation, below). This spell will produce, from the caster'sfingers, a rainbow-colored light show that will raidiate outward from the caster at a rate of one meter per second for twenty seconds. The caster must continue to concentrate for the whole duration of the spell, or the spell will have no effect. He may re-cast the spell at any time, even if he just finished casting it. This spell does not have a fixed target but, rather, is what is known as an "Area Effect Spell." In this case, any creature that sees the spell is subject to it's effects. The chances of blindness, being dazed or falling unconcious seem to depend on the mental fortitude of the creature rather than any pre-determened forumula. This spell only has one "level" of concentration required, and concentrating harder will just give you a headache with no benifit to show for it. This is what's known as a "Fixed Effect Formula". The upside is that it's not hardly fatiguing at all to cast this spell: Michael has been able to succesfully cast this spell all day long without breaking a sweat. The downside is that if an enemy were to prove unaffected by this spell, there's no way to make it more powerfull.
Bigby's Protective ManipulationThis spell is an essential part of any spellcaster's Grimore. It is the ONLY spell that any spellcaster, of whatever type, has access to. It's also the only spell to defy attempts to determine how it works (never mind why it works). This spell, when cast, makes the caster immune untill the next sunrise or sunset (which ever comes first)to the effects of any spell cast by that same caster, with the limitations noted below.
To witt: This spell can be rendered temoraraly inoperable by an Anti-Magic Shell, a Globe Of Immunity, a Planar Disjunction, or a Planar Dislocation. The spell has no effect if cast outside the Prime Material Plane; Furthermore any caster who is attempting to leave the Prime Material Plane through his own spellcasting, will not be able to do so untill Bigby's Protective Manipulation expires. Also, this spell will imediately expire if the caster becomes asleep, unconcious, dead, mind-controlled, or hypnotised.
The spell is named for an ancient mythical wizzard called Bigby the Wise. Several other unique spells are named for him as well, but this is by far the strangest one. This spell continues to baffle magical reserachers across the world: It shouldn't do what it does, and nobody can figgure out why or how it works. In fact, the Royal Thamutology Society has a substantial standing reward for anyone who can offer conclusive proof of how and why this spell works. Many a Thamutologist has tried to claim that prize, but all have failed.
Fool's GlowThis extemely simple Illusion spell produces a entertainigly colorfull but completely harmless light show. It is very popular at parties and with children. The spell will randomly illuminate the caster and any object or creature within a fifty-foot radius.
Animate Rope: This manipulation spell will allow the caster to mentaly controll the movement of any one length of rope or string that is within his line of sight. One end of the affected length of rope or string can be made to move in any direction the caster desires, to loop, to spin, to tie knots, to assend, and to decend. The caster may climb the rope if he wants to, and he can contiunue to command such a rope as he climbs it. Once cast, the target of this spell must be contiualy concentrared upon for the effect to be sustained. However, this is not and exclusive-action spell, so the caster may cast another non-exclusive-action spell while still sustaining this one. The fatuige resulting from the casting of this spell is minimal.
Call Lightning: This spell was originaly created by the Druidic spellcasters, but it has been adopted for Wizardly use. It is an elemental manipulation spell that involves a degree of chaos magic, and so it should be cast with care. The spell will produce a barrage of lightning of random intensity at a targeted spot. However, this spell can only be cast out of doors, under the open sky. Prevailing weather conditions do not matter, but the caster must be able to see the sky or this spell will do nothing. The intensity of the lightning barrage is unpredictable, but even the lightest barrage will likely fry whatever it hits to a crisp. This spell will burden the caster will a great deal of fatigue, so care must be taken when attempting to cast it.
Bigby's Clenched Fist: This famous illusion/manipulation spell creates an illusionary hand that can exert force upon opjects, at the caster's command. It can be used to pick up and carry heavy objects, but it can also be used to crush, batter, and throw objects as well. The spell has a limited duration of between two and three minutes each time it is cast, so it is not suitible for carrying objects over long distances. This spell will produce a moderate ammount of fatiuge in the caster.
Call Ram: This spell will randomly Summon either an Astral Ram, an Ethereal Ram, or a Solar Ram to do the bidding of the caster. These intelegent extra-dimention animals can be usefull in combat or for battering down doors or walls. There is always a slight chance that the summoning will backfire and that the ram will attack the caster instead of doing his bidding. In any case, the summoned ram will remain in this reality for a maxiumum of ten minutes, or untill it is banished or killed. This spell will produce a moderate ammount of fatigue in the casster.
Cone of Cold: This elemental manipulation spell will produce a cone of frezzing temperature and snow that blasts out from the casters fingertips and engulfs whatever it was targeted at. The cone effect is instant and cannnot be sustained. The elemental snow and cold efects of this spell can be devestating to creatures that are especialy suseptible to cold, but the cold will not sustain itself, and will disipate by the natural means. This spell will produce a mild ammount of fatigue in the caster.
Sphere of Wind: This spell will casue the air itself to form a protective barrier around the caster, sweeping away any and all objects that would try to pass through the sphere. This also has the effect of making the caster somewhat obscured from thos outside the sphere, as well as making those outside the sphere somewhat obscured from the caster. The Sphere of Wind will move with the caster, and will remain so long as he concentraes upon the sphere. This is an exclusive-action spell: No other spells may be cast by the caster so long as this spell is in effect. The only known creatures that are immune to the effect of this spell are: Air Elementals, Djinns, and Will-O-The-Wisps. This spell cannot be cast underwater, but it can be cast in places that otherwise lack air since it draws upon the Elemental Plane of Air for it's wind. This spell will produce a moderately heavy ammount of fatigue in the caster.
Modenkian's Flashing Sabre: This amazing spell will instantly Summon a floating, animated silver Sabre that will attempt to defend the caster from any and all attackers. The Sabre can be broken by normal means, but it's mysterious, silent, invisible, weilder cannot be attacked by any means save magical dispertion. Obstenively, this spell rellies on Illusion and Manipulation magic, but a close reading of the base thamutology involved reveals that Modenkian (the wizzard who created this spell) was also using an unknown kind of magic in it's creation. This unknown magical force continues to confound thamutological researchers to this day. This spell never produces fatigue in the caster when cast, but it will produce an unpredictable ammount of fatuige when the spell's effect ends. When that will be seems to depend upon when the Sabre decides that it's finished defending the Caster. Some casters of this spell have reported that ths Sabre seems to have a mind of it's own, and will decide on it's own when it will leave. This spell can always be ended by magical means, though (Anti-Magic Shell, Dispell Illusion, Planar Injunction, etc.).
Dispell Illusion: This very powerfull spell will instantly destroy any and all illusions within the sight of the caster. This applies to any spell effect that has Illusionary forces as part of it's spell type, as well as to the spell-like abilities manifested by some creatures. Illusionary effects created by Artifacts Of Power or by self-sustaining Enchanted Objects will only be temoraraly disrupted by this spell. This spell produces a very serrious ammount of fatigue in the caster, and will often result in imediate unconciousness in the unprepared. However, if the caster has access to Metamagical abilities, he can often reduce the fatiuge from this spell quite considerably.
Unsummon: This handy little spell can send Summoned creatures back to where they came from. It will work on any kind of Summoned creature, no matter who summoned them or where they were Summoned from. The only catch is that the caster of this spell must know beforehand that a particular creature is a Summoned creature, or the spell will have no effect. This simple spell does not produce a noticable ammount of fatigue in the caster.The caster has no control over what is and what is not iluminated, and the ilumination will also move around randomly and change color randomly. The ilumination is bright enough to be seen outside if cast at noon on a sunny day, but if cast in a dark unlit room the brighness will adjust itself so as to not blind or dazzle it's veiwers. This spell is so simple that it hardly takes any affort at all to cast it, so fatiuge is not a factor with it. The caster does not need to concentrate to sustain this spell, and once the spell is cast it will continue indefinately so long as the caster remains in the area of effect. The caster can also cancel the spell with a simple gesture or a word if he wishes. This spell is often used to earn money as a performer at parties or as street busker, often in combination with other similar Illusion spells.
Invisible Scribe (Conjuration/Summoning)
By casting this cantrip, the wizard brings into existence a field of force able to write on normal materials with a quill pen. The wizard must sit quietly for the duration of the writing, and simply speaks what is to be written. The invisible scribe writes in a handwriting vaguely like the wizard's in any language the wizard knows how to read. It is fairly slow. The material component for the spell is ink, which is consumed in the casting.
Far-seeing (Alteration/Manipulation)
This cantrip allows the wizard to see things in the distance up to three times better for the duration of this spell. It also allows him to see things more clearly as they appear to be only one third of the distance away. It does, however, cause some problems when trying to see things close-up. The spell's duration may be ended at any time.
Power Word: Blast (Evocation)
By means of a single word, the caster can casue any targeted object be the subject of a forcefull explosion. The target object itself does not explode, but rather an unseen force blasts into the object at tremendous speed, likely produceing extensive damage.
Okay that's my current spell list, all on a Word Document>
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