Only few spells are permanent. Such are conditionless transformations and transmutations, for example. Usually, unless otherwise specified, spells fade when affected person/item moves to another room. If spell effect has specific end condition or timer, then it lasts until triggered even if target moves from room to room. This also true for created food stuff and summoned servants. If you don't want your dinner to disappear from your stomach in mid transit, better ensure it is created in permanent manner.
Modification: Caster's clothing acts like a skunk. My assumption here is that we'll now have moving clothing.
It probably ends up dumpster diving and squirting smelly fart liquids on you.
[Alteration:Pointed target thinks he has 20 minutes to KILL, i can instigate people that don't see me later to kill themselves when not seeing me.]
Doesn't quite work, you are changing two separate parts here. And for a record, please include the spell new one is evolved from.
Jeremiah returns to the damp hallway taking one of the two remaining torches while explaining his finds. He gently pushes and pulls both Alex and the mute cosplayer along with him into the morgue. Neither of them objects. Considering nobody takes swords from statues, Jeremiah leaves them alone too and rather steps through another door without slightest hint of worry.
He steps into the new room and he's happy to have a torch in hand. This new room, or a large chamber rather, is completely different from the morgue and hall he has been in so far. Besides of being completely dark, its floor and walls are made of smoothed pale stone, carefully interlocked so surfaces are extremely smooth. Octavia would recognize it as type of marble used in important governmental buildings and temples. Architecture is entirely different, having multiple carved pillars supporting ceiling, host of drawers and cabinets, flower vases, small intricately decorated boxes on some tables, heavy tapestries hanging on walls, a fresco on nearby wall depicting a handsome man surrounded by beautiful women feeding him fruits. There are bronze braziers around, candles on tables and chandeliers hanging from ceiling, all dark and cold.
It's divided in three distinct areas; veil shielded collection of mattresses, furs and pillows, an area with various divans, armchairs and tables with scattered tools and some musical instruments, and finally what could be a dining area. More than anything, it is
filthy. There are clothes scattered everywhere; robes, scarves, corsets, tunics. Mold is eating everything organic: tables, clothings, tapestries, long abandoned cobwebs hang in every corner. Dust and filth covers almost every surface.
In meanwhile Shannon tries to make a contact with the armed people. He discovers same thing as Jeremiah did: doors only open inwards, despite of the fact this door most definitely opened outwards few moments ago. Behind the door is entirely different room. This one is roughly same size as the morgue in terms of surface area, but instead has padded walls and floor. Said walls and floors have dark reqularly sized holes on them. It does have people, but not the same ones he saw before. This group has different clothing and weapons. Most importantly, they are watching a man clad in leather armor being skewered by spears springing from floor. One man wearing a ringmail, a buckler and a short sword takes defensive posture between you and rest of them, while rest rushes to aid the speared man.
At the same time as Shannon opens his door, Rosie does the same thing with the door Finger came from. This one is filthy one: dirt floor covered in feces and food remains. Source of feces isn't immediately obvious though, there are no living beings in sight. For some odd reason there's a forge too. It is lit with natural light coming from ceiling windows. On opposite side is large wooden double doors, same shoddy made as others seen so far.
1 burning torches
Walls: rough stone blocks
Floor: stomped dirt
5 crude benches
6 simple wooden doors on wall
Door 2: Pen #1
Door 4: Morgue #1
2 simple doors on ends
Door 7: Padded Room #1
People here:
Shannon
Little finger
Rosie
No lights
10 Wooden caskets
8 Poor stone statues with real swords
2 simple wooden doors
Door 1: Hall #1
Door 2: ??
People here:
Alex
Octavian
Dark
?? doors
Door 1: Morgue #1
People here:
Jeremiah
Dark holes on walls and floor. Trapped.
?? doors
Door 1: Hall #1
People present:
??
2 doors
Door 1: Hall #1
Name: Shannon Webb
Appearance: Human, feminine but male. With some work can pass off as either. Blond hair, green eyes and fair skin
Inventory (3/9):
* Lit Torch (L)
Spells:
1 - "Touched target doesn't appear attractive to opposite sex", 1/1, 0
2 - "Touched target doesn't appear visible to the opposite sex", 1/2, -2
3 - "Touched target doesn't appear visible to the opposite person", 1/1, 0
Name: Octavian Grey
Description: He's a bit taller than the average person, with well-toned muscles and tanned skin due to his training and habit of hunting. He speaks imperiously due to his heritage, but he gives respect to those people who can beat him in a fight. He appreciates art, especially engraved swords.
Inventory (3/9):
* Lit Torch (L)
Spells:
1 - "Caster's clothing smells like a skunk died in it", 3/1, 3
2 - "Caster's clothing smells like a skunk", 5/1, 5
3 - "Caster's clothing acts like a skunk", 1/2, -1
Name: Alexander Baine, "Alex"
Apperance: Alex is a tall willowy man, with long dexterous fingers. His black hair is going grey and signs of middle age are present on his face.
Spells:
1 - "Target thinks he can beat his addiction to air", 2/1, 2
2 - "Target can beat his addiction to air", 1/4, -3
3 - "Target can control his addiction to air", 1/5, -4
Name: Jeremiah Swift
Appearance: Jeremiah is a tall, gaunt man, initially clad in a quiet blue suit. His skin is a rich light brown, and his fingers are well manicured. His shoes are brown leather, well-polished and slightly too elegant for the trousers. His black wool socks bear a green diamond pattern.
Inventory (3/9):
* Lit Torch (L)
Spells:
1 - "Moss and fungus grows on named target's back", 2/1, 2
2 - "Moss and fungus grows on named target's brain", 1/4, -3
3 - "Moss and fungus grow on pointed target's brain", 1/4, -4
Name: "Compass" Rosie H. Peall
Appearance: Red moderately-long hair, fair skin, green eyes, green scarf, red T-shirt, jeans, red sneakers. Has a tattoo of compass rose on the back of her hand.
Spells:
1 - "Caster cannot sleep unless naked", 10/1, 0
2 - "Target cannot sleep unless naked", 7/1, 0
3 - "Target immediately sleeps unless naked", 2/1, 0
Name: "Little finger"
Appearance: Small, dark hair and dirty looks full of energy as any teenager
Spells:
1 - "Pointed target thinks he has only twenty minutes to live", 1/2, -2
2 - "Looked target thinks he has twenty minutes to live", 1/2, -2