Magical Glossary
SpellsAbjurationConjure Barrier (3) – [Barrier][Long Cast][Physical] Creates a physical barrier of force of variable size. This barrier will block anything from passing, corporeal or not, whilst power remains to sustain it. The spell can be focused enough to act as a shield on someone arm, or be large enough to block a gateway. If enough damage is dealt to the barrier, it will dissipate.
Proto-Projection (1) - [Projection][Ritual Cast] A training spell, allowing the user a safe position to practice casting spells whilst astraly projecting.
Spirit Wall (3) – [Barrier][Long Cast][Spirit] Creates a glassy wall of force of variable size. Any creature with a soul, including non-corporeal beings, cannot pass through, but anything without one is unhindered. The duration of the wall depends on its surface area. At its maximum, (wide enough to block a standard street) it'll last for a couple of hours. At its smallest (enough to block a doorway), it’ll last for over a day if undisturbed. If enough damage is dealt to the wall, it will dissipate.
Spirit Wall, Selective (4) - [Barrier][Long Cast][Spirit] Identical in most respects to
Spirit Wall, however instead of blocking everything, this spell allows those bearing a specially enchanted signet ring to pass through. Only someone who knows this spell can produce these rings.
ConjurationSummon Air Elemental (3) - [Air][Ritual Cast][Summon] Summons one or more air elementals, subservient to the caster's commands. The spell can summon one medium sized elemental, or three small ones. The summoned elemental(s) will last for one day before dissipating.
Summon Earth Elemental (3) – [Earth][Ritual Cast][Summon] Summons one or more earth elementals, subservient to the caster’s commands. The spell can summon one medium sized elemental, or three small ones. The summoned elemental(s) will last for one day before dissipating.
DivinationSeal Scanner (4) - [Artifact][Clairvoyance][Expense][Ritual Cast] This spell observes the flows, threads, bindings and such like that make up the myriad enchantments of the Seal. These observations are then recorded and stored within precious stones. The recordings can be played back at a later date, however the heightened senses granted by an artifact is required in order to have any hope of perceiving the information correctly. A year's worth of recording will cost three wealth in precious stones.
Void Scry (3) – [Artefact][Clairvoyance][Rift][Ritual Cast] Allows the caster to sense a small area within the rift, and wards the user’s mind against the myriad threats beyond.
EnchantmentElixir of Life, Primitive (5) - [Alchemy][Expense][Life] Regular intake of this potion returns natural vigour and youth to an individual, effectively making them ten years younger, if they were to stop drinking the potion, their true age would catch up with them. The reagents required for this are all expensive, rare & obscure. Maintaining a supply for one person will cost two wealth.
Long Lasting Wall - [Ritual Cast][Warding] Bolsters a wall, barrier or other defence, be it physical or magical, increasing its resistance to attack and the ravage of time
Regeneration (4) - [Life][Minor Sacrifice][Ritual Cast] Causes rapid recovery from mortal injuries and the regrowth of lost limbs, virtually guaranteeing survival assuming the spell can be started in time. The patient will require extra food and bedrest to recover from the rapid healing factor.
Vampirism (5) - [Death][Moderate Sacrifice][Ritual Cast] At the cost of five pints of blood from another mortal, the subject will have the effects of ageing reduced to one tenth the natural rate. Additionally, they will appear more youthful, feel more energetic and have a generally improved constitution. The effects will last for one month.
Vampirism, Lesser (3) – [Death][Minor Sacrifice][Ritual Cast] At the cost of one pint of blood from another mortal, the caster will have the effects of ageing reduced by half. The effects will last for one month.
EvocationAnti-Magic Dart Cluster (2) - [Counter][Ranged][Short Cast] A burst of three
Magic Darts, the key difference being that it disrupts enchantments and magical energy on a hit, rather than causing physical trauma.
Evoke Rock Shard (2) - [Earth][Ranged][Short Cast] Summons a small piece of sharp rock, approximately the size of a man's fist and forcefully projects it away from the caster.
Fire Ball, Lesser (3) - [Fire][Ranged][Short Cast] Creates a small ball of fire, appromiamtely the size of a man's fist and forcefully projects it away from the caster. On impact, the fireball will explode, dealing damage to a small area.
Healing Touch (1) - [Life][Short Cast] Rapidly heals minor injuries, and improves recovery for disease and more non-minor wounds.
Rains of Life (3) – [Area][Life][Ritual Cast] Encourages a localized raincloud to form, covering approximately 10 acres. The waters are also enchanted with mild healing properties, encouraging plant growth and health. Monthly use will increase crop yield by about 20%.
Laser Beam (3) – [Fire][Ranged][Short Cast] A focused beam of light is projected towards a target, burning all it touches. The beam lasts for a few seconds, and can either focus on a target, to increase penetration, or be swept across an area.
Laser Beam, Greater (5) - [Fire][Ranged][Short Cast] Similar in most respects to
Laser Beam, but with general improved range, damage and duration.
Lightning Storm (6) - [Area][Ritual Cast][Weather] Artificial air currents draws waterladen clouds together. The pressure causes rain to form, and the swirling winds and clouds generates lightning over a mile area. This can be "targeted" to an extent. The less water there is in the sky, the longer the storm will take to form.
Magic Dart (1) - [Physical][Ranged][Short Cast] Creates a solid piece of magic and launches it away from the caster. Has the approximate range and effectiveness as an arrow.
Void Knife (3) - [Melee][Short Cast][Spirit] A very short range spell, designed to harm riftbeasts and disrupt the soul.