You Can Do Magic: A List of Spells

Offensive Magic Spells

  • Mind Touch - Open a mind to mind link between caster and victim. Works the same as a trump contact between caster and target. It requires overcoming the opposing person's psyche unless they have agreed to the contact beforehand.

    Base Casting Time In Amber: 30 minutes
    Additional Lynchpins: 5 minutes each
    Lynchpins: Name/Description of Target, Magic Quality of Shadow, Duration, Dispel Word

  • Quell - By influencing the nervous system of the target, this spell puts them to sleep. It requires overcoming the opposing person's psyche unless they have agreed to be quelled beforehand.

    Base Casting Time In Amber: 60 minutes
    Additional Lynchpins: 10 minutes each
    Lynchpins: Name/Description of Target, Magic Quality of Shadow, Duration, Dispel Word

  • Cardiac Arrest - Stops the heart of the victim. For those with Human endurance, they will collapse and die without immediate medical intervention. Chaos endurance characters will suffer a heart attack and require at least a week of bed rest. Amber or better endurance level characters will feel the equivalent of a blackout and will be discombobulated but ultimately will suffer no long term damage.

    Base Casting Time In Amber: 60 minutes
    Additional Lynchpins: 10 minutes each
    Lynchpins: Name/Description of Target, Magic Quality of Shadow, Duration, Dispel Word

  • Stone Binding - Changes the time rate inside the victim's body so that they are slowed down to immobility, relative to their environment. The resulting statue remains this way indefinitely in any one shadow. Moving the victim from one shadow to another cancels the spell. Likewise, touching the victim while bringing Pattern to mind also cancels the spell. It requires overcoming the opposing party's psyche.

    Base Casting Time In Amber: 90 minutes
    Additional Lynchpins: 15 minutes each
    Lynchpins: Name/Description of Target, Magic Quality of Shadow, Duration, Dispel Word

  • Invisibility - Turns the subject invisible, or if desired, partially transparent. One big drawback is that with complete invisibility, all light passes through the body, so there is no light for the eye to pick up and the subject is effectively blind. Therefore, it's best to become only partially invisible so there's enough light to see, though dimly. Invisible objects make a normal amount of noise, still has an odor, etc..

    Base Casting Time In Amber: 60 minutes
    Additional Lynchpins: 10 minutes each
    Lynchpins: Name/Description of Target, Magic Quality of Shadow, Percentage of Visibility, Duration, Dispel Word

  • Strength Drain - Reduces the target's strength to Human-Level. Being touched by Pattern or Logrus will dispel the effect. The caster must overcome the target's Warfare.

    Base Casting Time In Amber: 120 minutes
    Additional Lynchpins: 20 minutes each
    Lynchpins: Name/Description of Target, Magic Quality of Shadow, Duration, Dispel Word

Defensive Magic Spells
  • Bodily Defense - Fills the body with magical energy devoted to blocking out external influences.

    Base Casting Time In Amber: 60 minutes
    Additional Lynchpins: 10 minutes each
    Lynchpins: Name/Description of Target, Magic Quality of Shadow, Duration, Dispel Word, Protection Range (magic/Pattern/Logrus/etc)

  • Defensive Shield - A magical shield, fixed in place cast as a barrier. The basic spell works against physical attacks including, fire, heat, lightning, wind, rain, and harsh weather.

    Base Casting Time In Amber: 60 minutes
    Additional Lynchpins: 10 minutes each
    Lynchpins: Placement of Shield, Size of Shield, Shape of Shield, Magic Quality of Shadow, Duration, Dispel Word

  • Magical Drain - Creates a hole through which magical energy is sent away. Effectively limits the magic in a specified area, up to two miles in diameter for up to 30 minutes if undisturbed, though lynchpins can be added to create a self-sustaining drain. The drain can be dispelled by a touch of another power.

    Base Casting Time In Amber: 60 minutes
    Additional Lynchpins: 10 minutes each
    Lynchpins: Name/Description of Target, Magic Quality of Shadow, Duration, Dispel Word, Size of Opening, Drain Exit, Areal of Effect

  • Defensive Psyche Ward - Placed on a doorway or as a drawn circle on the ground. It creates a psyche barrier to any who attempt to pass. Creatures of less than Amber will be unable to pass the barrier. If left untended, the Ward has the equivalent of Amber level Psyche and can be battered in about as long as it would take for a trump contact on a mind of that ranking. It is possible to link the Ward to the mind of the caster, forcing anyone trying to pass the barrier into a mind-to-mind battle with the Caster. Lasts approximately 24 hours in Amber or until dispelled by the sorcerer.

    Base Casting Time In Amber: 60 minutes
    Additional Lynchpins: 10 minutes each
    Lynchpins: Magic Quality of Shadow, Duration, Dispel Word, Line of Ward, Unattended, Linked, Name of Link

  • Defensive Material - Gives any object the qualities of a shield that is Invulnerable Against Conventional Weapons. It can only be cast on a single object. Last indefinitely in any one shadow but has no resistance to being dispelled by a superior psyche than the caster.

    Base Casting Time In Amber: 60 minutes
    Additional Lynchpins: 10 minutes each
    Lynchpins: Name of Object, Magic Quality of Shadow, Duration, Dispel Word

Summoning Magical Spells
  • Lightning Bolt - Magic opens up a conductive line between some highly charged place in shadow and a target. The chance of hitting the target is based on caster's warfare.

    Base Casting Time In Amber: 30 minutes
    Additional Lynchpins: 5 minutes each
    Lynchpins: Direction of Charge, Distance of Channel, Magic of Shadow, Trigger Word

  • Pressurized Lava A quick opening from the current location to a place where lava is under high pressure which allows for a chunk of molten lava to burst through at a defined target. Anything over 200 pounds is risky because of the intense heat.

    Base Casting Time In Amber: 30 minutes
    Additional Lynchpins: 5 minutes each
    Lynchpins: Magic of Shadow, Hand Motions, Size of Lava Chunk, Trigger Word

  • Replicate Shadow Object - 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. No duplicated item will have the powers or magic of the original.

    Base Casting Time In Amber: 30 minutes
    Additional Lynchpins: 5 minutes each
    Lynchpins: Name of Object, Magic of Shadow, Living or Dead, Duration, Dispel Word

  • Self Teleport - Transports the caster to a specified location. It can be used to get out of a binding if one chooses to arrive at their destination naked, or one may take his belongings with him.

    Base Casting Time In Amber: 30 minutes
    Additional Lynchpins: 5 minutes each
    Lynchpins: Magic of Shadow, Name of Destination, Transport With or Without Possessions Option

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