The Amberite Grimoire

This does not pretend to exhaustively define what spells an Amberite can cast, but simply to give some examples:
 


 

Casting Times For Sorcery

For simplicity's sake, magic is here defined according to roughly how powerful the effect is, which defines how long it takes to cast a spell and what level of magic the shadow must support in order to sustain it.


Attack Spells
 

AKIRA!!!!!!!
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Incredibly Hard
Casting Time: 3 weeks (22 seconds if Hung)

The caster shouts "AKIRA!!!!!" and white hot-light erupts out in all directions from the caster for a radius ranging from hundreds of yards to miles depending on psyche.  This does nasty, ugly damage to unfortunates caught in it; anyone with Amber or lower Endurance is definitely toast, and those of greater Endurance will still fry badly and probably pass out.  Great for urban renewal.
 

Anthy's Arboreal Onslaught
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Hard
Casting Time: 2 days (19 seconds if hung)

This causes an entire forest, miles across, to come to life and start attacking unwanted intruders.  The trees are not particularly skillful, but they're quite strong and tough.  They gain limited mobility; They can't go too far and don't move too fast. But inside a forest, there's little space to run to when everything is alive and coming after you...

Anthy's Focused Windbolt
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 8 minutes (9 seconds)

This creates a very focused blast of wind.  Depending on one's aim, it can be used to either disarm people, knock over objects, or through careful aiming, knock people down.

Anthy's Windblast
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult:
Casting Time: 1 hour (12 seconds if Hung)

Winds rush inward to a central point, tending to tug those caught in them along, then explode back outwards with hurricane force.  This tends to slam everyone in the area into things quite painfully, blow out walls, knock over anything that can fall down, and so on.

Anthy's Windbolt
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 8 minutes (9 seconds)

This creates a powerful gust of wind which will blow just about anyone off their feet unless their Strength exceeds the caster's Psyche.  They will then tumble a fair distance, dependant on caster psyche.

Blindness
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds)

This spell renders the victim blind.  It is invasive magic, and requires beating the target's Psyche.  Targets with Shapeshifting can easily heal the optic nerve damage involved.  Those of sufficient Endurance will eventually heal the damage involved.

Breaking Point
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance, Magical Energy, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 8 minutes (9 seconds if Hung)

This spell requires a successful combat strike to release; it guides your hands to strike the optimal point for breaking whatever you're hitting.  This will automatically shatter any normal object liftable by hand; objects with damage resistance qualities should be treated as one level lower in protection and as if the blow was with a strength equal to the caster's Psyche.
 

Cardiac Arrest
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch, Shadow Manipulation
Level of Complexity:  Difficult:
Casting Time: 1 hour (12 seconds if Hung)

This spell triggers a heart attack.  This kills people of Human endurance, knocks out those of Chaos Endurance, who will need a week of bed rest, and sends those of Amber or higher unconscious for a while dependent on Endurance (Those with enough might not even pass out).  It requires you to overcome the target's psyche.

Cobras of Wrath
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy,  Shadow Manipulation
Level of Complexity:  Difficult:
Casting Time: 1 hour (12 seconds if Hung)

This fires off a barrage of magical bolts that resemble cobras at a small group of targets.

Color Spray
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 8 minutes (9 seconds if Hung)

This produces a spray of colored light in a sixty degree arc from the caster's hands.  It will blind and confuse those in the area of effect if you beat their psyche.  The confusion lasts seconds to minutes, depending on your psyche advantage.

Death Goes Better with Jello
Requires: Advanced Sorcery
Sorcery Components Used: Intelligent spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if hung)

This spell is generally blamed on a strange conversation between Chef Bork and Mitsune and a bottle of wine.  It unleashes a flying horde of angry Jello cubes on your foes.  The cubes emit paralytic poisons on anything they touch; they strike with a Strength equal to the caster's Psyche, and the paralysis is resisted with Endurance.  The cubes fly as fast as a horse can run.

Deep Submerge
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult:
Casting Time: 1 hour (12 seconds if Hung)

This unleashes a great wave of water which batters, knocks down, and engulfs everything in its path until it runs out of force.

Endless Ammo
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 8 minutes (9 seconds if Hung)

This spell will supply a missile weapon with effectively infinite ammunition.  It lasts for minutes to hours, depending on caster psyche.

Entangle
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This causes hyper accelerated plant growth over a small area; the plants will grow fast enough and strong enough to entangle people; those with Strength or Warfare superior to the caster's Psyche can evade this if they flee the area.  Those with superior strength can simply wade through the plants.  They also can be burned or chopped.

Fireball
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell causes an explosion of flame ten feet in diameter, up to Psyche + 30 feet away.  It must be aimed with your Warfare.

Flash
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Petty
Casting Time: 2 seconds

This spell produces a bright flash of light in a target's face, blinding them for a few seconds.

Grease
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Minor
Casting Time: 45 seconds (6 seconds if Hung)

This creates a large grease slick wherever you point.  It's quite flammable.  It can also be used to coat people or objects.  One can either produce vehicular grease or fatty cooking grease.

Hiko's Living Flame
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

The victim believes he is on fire and reacts appropriately.  This requires a psyche advantage.
 

Hiko's Rings of Fire
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell causes fires off discrete rings of flame about a foot across at various victims, aimed with warfare.
 

Hiko's Sniper's Flame
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell unleashes a stream of flame from the caster's fingertips, aimed with Warfare.  It can be directed at one person or spread across an arc to nail multiple victims.

Instant Weapon
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Minor
Casting Time: 30 seconds (6 seconds if Hung)

This spell grabs you a hand or missile weapon appropriate to the shadow you're in; missile weapons come loaded and with a few extra stones/arrows/rounds/etc.
 

Keiko's Magnificent Catapult

Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

Channels kinetic energy into a scoop-shaped burst of force roughly twenty-five square feet in diameter--enough to throw a single human (or larger than human) sized target roughly a hundred feet straight up at high speed, or a hundred  feet in any one direction before gravity starts to slow them down and they begin to transcribe an arc.  Often used as a follow-up to Keiko's Patented Anti-Makoto the Mad Ice Spell.
 

Keiko's Patented Anti-Makoto the Mad Ice Spell

Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell flash-freezes the air around a single target, encasing them in a block of solid ice a little bigger than they are.
 

Keiko's Stunning Mindblast

Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch, Magical Energy
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if Hung)

A group version of the basic Mindbolt spell.  Up to ten targets within sight range can be hit at once, but the effect is diminished depending on the collective mental power of the targets versus that of the caster.
 
 

Keitaro's Flaming Darts
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 10 minutes (9 seconds)

This spell fires one or more flaming darts (dependent on Psyche) at the target.  Whether they hit is dependent on the caster's Warfare.
 

Kozue's Electrical Vengeance
Requires:  Advanced Sorcery, Pattern
Sorcery Components Used: Magical Energy, Measure Substance, Shadow Manipulation, Shadow Opening, Intelligent Spells, Pattern Magic
Level of Complexity:  Hard
Casting Time: 1 day (18 seconds if hung)

This spell produces a stream of very nasty lightning.  The spell has a mind of its own derived from that of the caster and can thus do stunts like chase people around corners, weave through a crowd, etc.  It keeps going until it hits the target, something dissipates it, or too much time passes (which varies by the Caster's psyche).  Once it hits, it hangs around for a while, continuing to electrocute the victim.  And it has the ability to chase people through shadow if they attempt to flee it in that manner.  It can match the speed of a hellride if necessary.

Lesser Petrification
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if Hung)

This spell turns a Shadow Dweller to stone permanently.  It is not strong enough to affect those imbued with reality, and creatures with Shapeshifting can turn themselves back to normal fairly easily.
 

Lily's Freezing Mist
Requires:  Basic Sorcery
Sorcery Components Used: Countermagic, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Challenging
Casting Time: 4 hours (21 seconds if hung)

This creates a large cloud of freezing mist dozens of feet across.  It obstructs vision to only a few feet and then inflicts cold damage on everyone caught in it.  Especially bad for fire and heat creatures.  It douses all open flame and tries to dispel any fire magics active in the area.

Major Petrification
Requires:  Advanced Sorcery
Sorcery Components Used: Shadow Manipulation, Mind Touch, Magical Energy, Shapeshifting Sorcery
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if Hung)

This spell turns Shadow beings to stone permanently, and will turn beings of Reality into stone if you beat their psyche.  If you have a handy magical energy source, you can link them to it and keep them stone forever, otherwise, it lasts a period of time proportional to your psyche, from a few hours at Chaos Rank, to years or decades at 75+.  Shapechangers can break loose in half the time, and you have to beat their psyche by at least 20 points, or you only partially calcify them.
 

Michelle's Inspirational Music
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Mind Touch, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 6 minutes  (9 seconds if Hung)

This spell summons forth inspirational music for battle or some other dangerous activitity, fortififying the will of the caster's allies to do battle.  This helps them to resist both natural and magically induced fear, and if the caster's warfare is greater than that of his allies, it will slightly increase their fighting skills as they go to it with renewed vigor and cooperation.

Michelle's Irresistable Dance Dance Revolution
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

If you beat the victim's Psyche, he will find himself dancing uncontrollably until some period of time dependant on the differences between your psyches passes (If the caster chooses to keep concentrating on you, the wearing off clock doesn't start ticking until they stop concentrating).

Michelle likes to say Shizumaru inspired her to create this, but won't say how...

Mindbolt
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch, Magical Energy
Level of Complexity:  Average
Casting Time: 7 minutes (9 seconds if Hung)

This spell fires a mental blast at the victim's mind, stunning or possibly killing them if you can overcome their psyche.
 

Mitsune's Boxing Fist
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 6 minutes (9 seconds if hung)

This creates a fist the size of a human torso which the caster can control at a distance.  It flies along at the speed of a galloping horse, and strikes with Strength equal to the caster's Psyche.  It must be actively controlled by the caster or it just floats, waiting for attention.  It's easy to go around, but that just lets it strike you from behind.  It is vulnerable to being chopped apart.

Mitsune's Crushing Hand
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Challenging
Casting Time: 3 hours (15 seconds if hung)

This creates a hand the size of a human being which attempts to grab the target and crush him.  It has a strength equal to the caster's Psyche.  Being intelligent, it can fight on even if its creator dies or passes out and need not be actively controlled.  It flies at the speed of a galloping horse.  It can lift a grappled target off the ground so it can't run, and restrain things with flight powers if they can't fly faster than it can.  A grappled subject cannot effectively cast spells.  Once it begins to crush the target, any victim whose Strength is less than the Hand's, will eventually be crushed either unconscious or dead, though the time needed varies by the difference between the strengths and the Endurance of the victim.  The caster can redirect the hand to a new foe at any time.  The hand can also be directed to act as a Shoving Hand, should you so desire, or to merely hold and not crush.

Mitsune's Fencing Hand
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 12 minutes (9 seconds)

This creates a magical flying hand the size of a normal human hand, armed with a sabre.  The caster designates a target and the hand keeps trying to chop them to pieces until it succeeds or the spell wears off or the hand is chopped to bits.  The hand fights with the caster's warfare; the sabre does normal sabre damage.

Mitsune's Fencing Genius Hand
Requires:  Shapeshifting Sorcery, Persona Shift, Creatures of Blood
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation, Shapeshifting Magic
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds)

The caster pricks herself, transforming her own blood into a magical flying hand the size of a normal human hand, armed with a sabre.  The caster designates a target and the hand keeps trying to chop them to pieces until it succeeds or the spell wears off or the hand is chopped to bits.  The hand uses Persona Shift to become the hand of someone with high Warfare.  There is some danger that if the persona of the person whose hand is being imitated is too strong, the hand may take on their behavior and priorities.

Mitsune's Flaming Fists of Fury
Requires:  Shapeshifting Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shapeshifting Magic
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

The caster's fists shapeshift into coherent flame, and now inflict nasty fire damage on every blow in addition to the usual punch damage.  The caster still has to use Strength to hit, though.

Mitsune's Grappling Hand
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This creates a hand the size of a human being which attempts to grab the target and immobilize him.  It has a strength equal to the caster's Psyche.  Being intelligent, it can fight on even if its creator dies or passes out and need not be actively controlled.  It flies at the speed of a galloping horse.  It can lift a grappled target off the ground so it can't run, and restrain things with flight powers if they can't fly faster than it can.  A grappled subject cannot effectively cast spells.

Mitsune's Hail of Pimpslaps
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This spell enables the caster to slap a group of people across the face at a distance.  The blow will knock out and probably break some bones against Human Endurance, knock out someone of Chaos Endurance, stun someone of Amber Endurance, and do progressively less against higher Endurances.  It also tends to make the victim fall down if his Strength is less than the caster's Psyche.  Applied against a target's hand, it will disarm those whose Strength is less than the caster's Psyche.  You must beat the target's Strength with yours to hit them.
 

Mitsune's Intelligent Boxing Fist
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This creates a fist the size of a human torso which the caster can control at a distance.  It flies along at the speed of a running human, and strikes with Strength equal to the caster's Psyche.  The hand will pursue its chosen target until the spell expires or it recieves new orders from its creator.   It's easy to go around, but that just lets it strike you from behind. It is vulnerable to being chopped apart, although it is fairly tough.
 

Mitsune's Intelligent Shoving Hand
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 Hour (12 seconds if hung)

This spell summons up a large hand, about twice the size of a normal human, which begins to shove that target in whatever direction the caster desires until the spell wears off or the hand is chopped to bits.  The hand has a Strength equal to the caster's Psyche; if the target has more strength than the hand, they can shove the hand out of the way or back towards the caster.  Targets whose Warfare exceeds the Hand's Strength can simply evade the hand and get past it.  The hand is capable of intelligent decisions and can use the caster's Warfare (and its own Strength) to evade blows and move about to herd the victim in the desired direction.

Mitsune's Paralyzing Punch
Requires:  Shapeshifting Sorcery
Sorcery Components Used: Magical Energy, Mind Touch, Shadow Manipulation, Shapeshifting Magic
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

When the caster strikes a blow, the surface of her fist shifts into an interface with the target's nervous system.  This then instantly overrides their nervous system, frying it out, and leaving the target unable to move due to a lack of nerves.  This requires a Psyche advantage, and the more advantage, the longer the Paralysis lasts.  Targets with Shapeshifting or whose Endurance exceeds the caster's Psyche will either laugh this off or heal the effects very quickly.
 

Mitsune's Pimpslap
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 6 minutes (9 seconds if hung)

This spell enables the caster to slap someone across the face at a distance.  The blow will knock out and probably break some bones against Human Endurance, knock out someone of Chaos Endurance, stun someone of Amber Endurance, and do progressively less against higher Endurances.  It also tends to make the victim fall down if his Strength is less than the caster's Psyche.  Applied against a target's hand, it will disarm those whose Strength is less than the caster's Psyche.  You must beat the target's Strength with yours to hit them.

Mitsune's Rain of Blows
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Challenging
Casting Time: 3 hours (15 seconds if hung)

Thus unleashes a storm of flying fists upon dozens of unfortunates.  The fists begin chasing the targets everywhere until the spell wears off or they are destroyed, pummeling them with the caster's own strength.  The fists can fly as fast as a galloping horse.

Mitsune's Shattering Punch
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if hung)

This focuses ridiculous amounts of kinetic energy into your fist, at the same time, shielding it from impact.  The first time you punch something, it unleashes this energy into the target with the force of your Psyche plus more energy..  Most inanimate objects, even with augmented damage resistance, will shatter from the force of the blow.  Living creatures get to feel their bones shatter.  Those of Human Strength probably die, too.

Mitsune's Shoving Hand
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 6 minutes (9 seconds if hung)

This spell summons up a large hand, about twice the size of a normal human, which begins to shove that target back until the spell wears off or the hand is chopped to bits.  The hand has a Strength equal to the caster's Psyche; if the target has more strength than the hand, they can shove the hand out of the way or back towards the caster.  Targets whose Warfare exceeds the Hand's Strength can simply evade the hand and get past it.  The caster must concentrate on the spell.

Mitsune's Thunder Dragon
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Challenging
Casting Time: 3 hours (15 seconds if hung)

This spell unleashes a huge dragon made of electrical energy which rushes forward in the direction the caster points, then detonates in an explosion of thunder and lightning.  The lightning does electrical damage, while the thunder deafens and stuns low endurance victims.

Mitsune's Ugly Stick
Requires:  Shapeshifting Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shapeshifting Sorcery
Level of Complexity:  Difficult
Casting Time: 1 Hour (12 seconds if hung)

This spell conjures up a short, ugly rod.  The first time you successfully whack someone with it, the spell goes off and causes them to become hideously ugly, assuming you have a Psyche advantage over them.  Shapeshifters can just shift back to normal.  Other people are screwed, unless they can walk the Pattern.  This is invasive magic, so Pattern Defense will repel most or all of the effect with ease.

Real Shrapnel
Requires:  Pattern Sorcery
Sorcery Components Used: Magical Energy, Pattern Sorcery, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell imbues an object with reality, then makes it explode violently, hurling real shrapnel into everyone nearby with brutal force.  Such shrapnel must then be carefully removed before any wounds caused by it can be healed.  The object must be within dozens to hundreds of feet of the caster, depending on his psyche.  The size of the object doesn't influence the size of the explosion, but the size of object that can be exploded is dependent on caster Psyche.

Rochester Rain of Glass
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Incredibly Hard
Casting Time: 3 weeks (21 seconds if hung)

The heavens rip open and razor sharp glass rains down from the sky for a number of minutes equal to your Psyche + 15.  The shards do Deadly Damage (4) every minute to everyone caught in them.  (If you have Advanced Conjuration, you can make the glass do Force Damage (8)).  The shards rain down over a hundred foot diameter circle at Chaos Psyche, increasing by 100 feet for every 3 points of psyche above that.

Shadow Boxing
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell brings the victim's shadow to life and imbues it with strength equal to the caster's Psyche.  It then tries to beat the snot out of the person it's attached to.  This spell only works under conditions where shadows can exist; the person can eventually punch out his shadow, also.

Sleep
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch
Level of Complexity:  Average or higher
Casting Time: 10 minutes (10 seconds if hung)

This spell induces magical sleep in the target.  They can only be roused by a dispellation of the magic or by someone with higher psyche than yours, until the spell wears off naturally.  The higher your psyche and the lower theirs is, the longer it lasts, from a few minutes for Chaos Psyche, to years for someone with 75+.  This spell requires a fair psyche advantage to succeed, otherwise it just produces drowsiness.  The higher the complexity, the more targets you can effect.

Smart Lightning
Requires:  Advanced Sorcery
Sorcery Components Used: Magical Energy, Measure Substance, Shadow Manipulation, Shadow Opening, Intelligent Spells
Level of Complexity:  Average
Casting Time: 10 minutes (10 seconds if hung)

This spell produces a lightning bolt with about the strength of a taser.  It will badly hurt anyone of Human Endurance, knock out anyone with Chaos, stun those of Amber Endurance for quite a while, and have progressively less effect as the target's Endurance rises.  The spell has a mind of its own derived from that of the caster and can thus do stunts like chase people around corners, weave through a crowd, etc.  It keeps going until it hits the target, something dissipates it, or too much time passes (which varies by the Caster's psyche).

Steal Sight
Requires:  Shapechanging Sorcery
Sorcery Components Used: Shadow Manipulation, Shapechanging Sorcery
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds)

This shapeshifts the victim to have no eyes.  This effect requires a Psyche advantage to pull off.  Those with Shapeshifting can, with some effort, shift their eyes back into existence.

Taser
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 5 minutes (9 seconds if hung)

This spell produces a lightning bolt with about the strength of a taser.  It will badly hurt anyone of Human Endurance, knock out anyone with Chaos, stun those of Amber Endurance for quite a while, and have progressively less effect as the target's Endurance rises.  It requires aiming with Warfare.

Taunt
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance
Level of Complexity:  Minor
Casting Time: 30 seconds (6 seconds if hung)

This spell determines the best way to insult someone and shouts it out.  If the target has any pushable psychological buttons, it will find them and shove.  This will tend to enrage the target.  Whether you can survive enraging them is another question.
 

Threadfall
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Hard
Casting Time: 2 days (18 seconds if hung)

A nasty black cloud arises over an area of one or more miles in diameter.  This takes some ten minutes.  Then, three foot long, thread thin organisms rain down from the sky and begin seeking to attack and destroy all animal life in the area (and they munch happily on plant life too).  The organisms survive for minutes to hours depending on the caster's psyche, and do damage by extruding acid mixed with anti-life energy.  An area devasted by Thread will take years to recover.  For the true rampaging maniac, this can be combined with Conjuration to make the Thread continue to live until killed or dispelled, which can get messy.  Fortunately, they're not hugely fast and attack as if they had the caster's Warfare and Strength.

Travis' Precision Grease
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 5 minutes (9 seconds if Hung)

This spell injects copious lubricants into the interior of some mechanism, generally causing it to move too freely.  Machines will start to run wild or come apart, things latched shut (like say pieces of a suit of armor) will come loose from each other, and so on.

Travis' Slingshot
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Minor
Casting Time: 30 seconds (6 seconds if Hung)

This spell fires a small object at high speed towards some target.  It requires warfare to hit successfully.  It will do damage equivalent to a crossbow bolt if the object is sufficiently hard; it can also be used to hurl things like flasks of oil, grenades, etc.

Travis' Tornadic Slingshot
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell creates a small whirlwind which grabs all available rubble, bits of straw, debris, etc, and flings it at incredibly high speed at everyone around it; the more Psyche you have, the bigger and stronger the whirlwind.  Truly evil people cast this spell on things like a pile of flasks of nitroglycerine.

Venus' Bow
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Mind Touch, Shadow Manipulation
Level of Complexity:  Challenging
Casting Time: 3 hours (15 seconds if Hung)

This spell calls up a bow that fires love arrows.  They never miss, and if you beat the Target's Psyche, you can make them fall in love with or hate someone.

Voodoo
Requires:  Advanced Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Trump Sorcery
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This trump sorcery trick lets one use a person's trump as a sympathetic link to do nasty things to them from far across shadow.  The classic manuever is to cause them to sicken and die slowly, so it's not even recognized as sorcery.  However, Trump/Logrus/Pattern Defense will block this trick.

Weakness
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch, Shadow Manipulation
Level of Complexity:  Difficult:
Casting Time: 1 hour (12 seconds if Hung)

This spell drains the victim's strength.  It requires a psyche advantage.  The victim's strength begins to drain away as the mage maintains concentration; the higher the mage's psyche, the faster it goes.  Eventually, the victim loses an amount of strength equal to the Mage's psyche + 25.  If this drops the target below Human, they're too weak to move.  If they drop below -45, they pass out.  They recover at a speed determined by Endurance.

Yumi's Love Me Chain
Requires:  Basic Sorcery
Sorcery Components Used: Mind-Touch, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult:
Casting Time: 1 hour (12 seconds if Hung)

This spell creates a whip made out of interlinked hearts.  On a successful strike against a foe, it wraps round them, entangling and holding them in place, while trying to invade their mind and make them fall in love with you. The chain has a strength equal to the caster's Psyche, so long as the caster concentrates on it.  You need a Psyche advantage to get the love magic to work; the bigger the advantage, the faster it takes effect.  Once the whip hits a specific target, it can't be used to strike someone else; it evaporates once they fall for you.
 

Communications

Cross-Shadow Mail
Requires:  Pattern or Logrus Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Pattern or Logrus Sorcery, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

Go to a mailbox.  Drop a letter or parcel in the box.  Said letter or parcel will begin shifting shadow, mailbox to mailbox, until it reaches the right shadow to be delivered to the target by regular mail.  It moves at the same speed you shadow walk at.

1-800-Magical
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance,  Magical Energy, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 15 minutes (9 seconds)

This spell lets you use any object as a cellular phone.  It works like a real phone, including needing to know the actual number you want to call.  Pushing the difficulty up to difficult lets you call someone without knowing their phone number.  The spell lasts as long as you concentrate, so you can make multiple phone calls.  You cannot actually recieve calls, however, as the phone network has no recorded number for you; you have to initiate all calls yourself.

Programmed Message
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 15 minutes (9 seconds)

This simple spell delivers a spoken message when some condition is met.  At this level of difficulty, it lasts for minutes to hours, depending on Psyche.  Higher difficulty versions may last days, months, or years.

Psychic Friends' Network
Requires:  Basic Sorcery (Advanced Sorcery)
Sorcery Components Used: Detect Substance, (Intelligent Spells), Magical Energy, Mind Touch
Level of Complexity:  Challenging/Hard
Casting Time: 3 hours (15 seconds)/ 1 day (18 seconds)

Psychic Friends' Network links together multiple minds (numbers are dependent on the Caster's Psyche)  voluntarily into a communications' network allowing instantaneous psychic communication across any distance within the same shadow.  Any member may dump the link at any time and anyone in the network must join voluntarily.  One person must act as the central hub of the network (usually the caster); they can sense any psychic intrusions into the other people if that intrusion is not so subtle as to fool them too, and dump people out of the network as necessary.  The spell lasts minutes to days depending on caster Psyche.

The Intelligent spells version adds several features

Dispelling the enchantment on a member of the network only kicks them out of the network; Dispelling the magic on the hub destroys the network completely.  In either case, the spell resists with the Caster's Psyche, not that of the individual network members.

Telepathy
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance, Mind Touch
Level of Complexity: See Below
Casting Time: Variable by difficulty

This allows telepathic contact with someone for as long as you maintain some minimal level of concentration.  It is two-way contact and flows through any physical barrier that isn't magic-resistant.  This contact is not suitable for invading the target's mind.  Difficulty is determined by range.  You need not know the subject's true name or see them, but you need some suitable way to identify who they are.  The subject can choose to throw off the spell if their psyche beats yours.

Range:


Whisper
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Variable
Casting Time: Variable by Complexity

This spell conveys a message to one or more people (the more psyche you have, the more people you can whisper to at once) which won't be overheard by others in the area of effect.  The message is sonic, not psychic, so silence spells and deafness will block it.  Range is psyche dependent.  Increasing the difficulty up one level lets one also disguise one's voice to whisper unrecognizably.


 

Defensive

Anthy's Protective Whirlwind
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This creates a small, intensely powerful whirlwind around the caster.  It will turn aside almost any missile attack, and anyone trying to physically attack through it must have Strength superior to the caster's Psyche or be blown aside.  It hampers or entirely blocks most physical magical attacks (fireballs, lightning, etc).  It lasts for minutes to hours depending on Psyche, and just protects the caster.
 

Armored Clothing
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity:  Average (1 point armor), Difficult (2 point armor), Challenging (4 point armor)
Casting Time: 5 minutes (9 seconds if hung) or 30 minutes (12 seconds if hung) or 4 hours (15 seconds if hung)

This spell toughens clothing to become like armor, able to resist assault.  It has the disadvantage that it instantly breaks if you move to a shadow where the laws of magic are different.  Any weapon imbued with Logrus, Pattern, Trump, or Broken Pattern will slice right through it and break the spell as well.

AT-Field
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This creates a glowing field around you which intercepts, and hopefully repels physical and magically-generated physical assaults.  It lasts for minutes to hours depending on Psyche, and just protects the caster.

Blink
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening, Magical Energy
Level of Complexity:  Difficult
Casting Time: 30 minutes (12 seconds if hung)

Every few seconds, the caster teleports five to fifteen feet away from his current position, although he remains oriented in the same direction.  This makes striking him with missiles very difficult, and melee combat equally frustrating for his foes.  This spell requires practice on the part of the caster, or he will disorient himself as much as his foes.

Gaze Reflection
Requires:  Basic Sorcery
Sorcery Components Used: Countermagic, Mind Touch
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell is designed to counteract psychic attacks, especially the classic 'lock gazes' trick.  It transforms incoming psychic force into a reflected psychic attack with a strength equal to the caster's Psyche.  Meanwhile, the victim's defense against the reflected attack is lowered by the caster's Psyche.  However, an attack by someone with twice the Psyche or more of the caster shatters the spell. Also, a cunning, subtle foe can pick the spell apart and slip through it...of course, they have to know it's there and what it is to DO that...  (Example:  Gherman has Psyche 30.  Julia has Psyche 50.  Fiona has Psyche 130.  Gherman casts Gaze Reflection.  Julia tries to lock gazes and mind-fry him.  The spell reflects 30 points back, leaving Julia with 20 points for defense.  She gets mindfried by her own attack.  Fiona steps up and locks gazes.  The spell reflects 30 points back, leaving Fiona with a hundred points of attack...the spell blows out from the feedback and she then spanks Gherman hard.)

Invisibility Purge
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance, Magical Energy, Shadow Manipulation
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if hung)

This spell renders hidden things visible within the area of effect (Hard or higher magics will resist this unless you have a fair Psyche advantage on their caster).

Keiko's Impregnable Shield

Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Magical Energy
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

Forms a barrier of solid magical energy, glowing faintly green, which serves to keep out physical forces.  Repeated attacks can break through it, in time, and someone with a Strength higher than the caster's Psyche can push through it if they're determined.  Cast on open ground, it forms a square barrier ten feet high by ten feet wide; cast in a more confined space such as a corridor, it fills the space.

Lily's Obscuring Mist
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 5 minutes (9 seconds if hung)

This creates a cloud of mist about the size of a fair sized room.  Only the creator can see more than a few feet in it.  Useful for escapes or giving oneself an edge in combat.

Mitsune's Bloody Vengeance
Requires:  Shapeshifting Sorcery
Sorcery Components Used: Creatures of Blood, Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This spell is cast upon the caster or a friend.  Whenever the target is struck and blood is drawn, the blood comes to life and transforms into a highly acidic creature which can fly.  It then goes after the person who drew the blood and doesn't stop until that person dies or it is destroyed.
 

Mitsune's Defensive Hand
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 6 minutes (9 seconds if hung)

This spell calls up a large magical hand about twice as broad as a human being which then moves to interpose itself between the caster and some designated target.  If the target's Warfare beats the caster's Psyche, he can manage to slip past it, if his Strength beats the caster's Psyche he can just shove through it, or if he has a sufficiently powerful weapon or enough time, he can hack it to bits.  The hand's target must be specified when the spell is cast.

Mitsune's Doppleganger Horde
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

Illusionary doubles of the caster appear and the caster is shunted a slight distance away from her original position with one double taking her place in her original position.  The caster is rimmed with the same magical aura as the doubles, so that detecting magic will not reveal which one is real.  These doubles all imitate what the caster is doing and mill about close to the caster.  Any attack is likely to strike a double instead of the real caster.  Those with superior Psyche to the caster can fairly quickly figure out which one is real.  The higher the caster's psyche, the more doubles appear.

Mitsune's Electrical Aura
Requires:  Shapeshifting Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shapeshifting Magic
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

The caster is suffused with a powerful electrical field.  This does nothing to stop attacks, but anyone who strikes the caster, or anyone the caster strikes, will suffer a powerful electrical discharge on the lines of the Taser spell.  The caster is transformed to become immune to electrical assaults herself, and highly conductive.

Mitsune's Improved Doppleganger Army
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if hung)

As Mitsune's Doppleganger Army, but now the doubles can be made to do whatever the caster desires.  Also, the caster becomes invisible, and is thus free to leave the doubles to run about attracting fire while she either runs for it or casts spells from hiding.  Or whatever.
 

Nanami's Magical Sinkhole
Requires:  Basic Sorcery
Sorcery Components Used: Counter Magic, Magical Energy
Level of Complexity:  Hard
Casting Time:  2 days (18 seconds if Hung)

This spell creates an up to two mile across zone where magic doesn't work.  The sinkhole lasts a few hours normally (varies by caster Psyche), but efforts are made to use magic, it eats the magic and sustains itself with it.  Trying to dispel it with magic is futile, as it eats the counterspell.  Pattern/Logrus/etc, on the other hand, will work just fine.

Protection From Missiles
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 5 minutes (9 seconds if hung)

This spell creates a glowing field around the caster which will deflect any incoming missile attack fired by someone whose Warfare is lower than the caster's Psyche.  It won't stop area affect explosions, acidic clouds, etc.  The spell lasts only a few minutes; pushed up to Difficult, it will last for hours.

Ring of Fire
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This summons up a wall of fire around you..  The higher your psyche, the bigger you can make it.  Various variations of this spell exist (Wall of Iron, Wall of Force, Wall of Ice, etc).

Wakaba's Puissant Defense vs. Sorcery
Requires:  Basic Sorcery
Sorcery Components Used: Counter Magic
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell creates a ten foot diameter circular shield against spells.  It is immobile, and attempts to dispel any magic which passes through it, using its caster's Psyche.  Repeated assaults will cause it to degrade, and spells greater than Difficult in level of complexity will only be weakened by it, unless the PD's caster has a severe Psyche advantage.

Healing

Heal
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Variable by level of injury.
Casting Time: Variable

This spell is most effective on Shadow Dwellers, who can quickly be put back together from just about any state of injury.  An Average difficulty healing spell will heal almost any injury to a human-sized Shadow Dweller.  Beings who are Real, however, are harder to heal.  In their case, the spell works by accelerating natural healing processes.  An Average spell is enough to prevent death and stabilize such beings in the case of any but the most grevious of injuries, and a Difficult healing can save any Amberite or Chaosian from death.  Spells to accelerate healing will increase in difficulty by the decree of injury--a small cut would need Petty magic, a moderate wound would probably be Average, multiple non-life threatening wounds would require a Difficult spell, and life-threatening wounds would require a Challenging or stronger spell.  A spell could heal multiple targets by going above the complexity needed for a single person.  By sacrificing one level of effectiveness, the mage can heal up to a dozen targets at once, provided they are close together (a Challenging-level spell may thus do Difficult-level healing to up to a dozen nearby subjects).  This spell is, unfortunately, not very effective at dealing with Primal or Apocalyptic damage.
 

Pattern Healing
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Magical Energy, Intelligent Spells, Advanced Pattern Sorcery
Level of Complexity:  Variable by level of injury.
Casting Time: Variable

By incorporating the more advanced uses of Pattern Sorcery into one's healing spells, it becomes possible to repair even the damage inflicted by Primal weapons such as Patternblades or Logrusfoils.

An Average-level Pattern healing will restore perfect health to any human-sized Shadow Dweller it is used upon, curing diseases and purging toxins as well as repairing more obvious wounds.  When used on Real beings, the spell both accelerates natural healing processes and uses the power of Order to restore the wounded body to a more intact state--because of this, it leaves the subject less tired than an equivalent healing spell would.  The spell also snuffs the flames caused by Primal damage, either by countering the Chaos-induced flames with Order, or by simply damping the Order-induced flames (even both at once, if you're unlucky enough to be burning from both a Patternblade hit and a Logrusfoil hit).

A Petty spell will heal minor cuts and bruises, such as those from a rough sparring session.  An Average spell will fix a single moderate wound or multiple minor wounds.  A Difficult spell heals multiple moderate wounds or one-life threatening wound, while even multiple-life threatening wounds will be healed by the Challenging version.  By sacrificing one level of effectiveness, the mage can heal up to a dozen targets at once, provided they are close together (a Challenging-level spell may thus do Difficult-level healing to up to a dozen nearby subjects).
 

Pattern Regeneration
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Magical Energy, Intelligent Sorcery, Advanced Pattern Sorcery
Level of Complexity:  Variable by level of injury.
Casting Time: Variable

The usefulness of this spell over the typical Regeneration spells is that, like Pattern Healing, it is effective against Primal damage in a way that regular spells are not.

Used on a Shadow Dweller (though Shadow Dwellers rarely survive damage from Primal weapons) it will regrow lost body parts in minutes to hours, depending on complexity.  Used on a Chaosian, it both speeds normal regeneration and removes the "barrier" that Primal damage normally provides to shapeshifting regeneration.

It is most useful for people with a Pattern Imprint, such as Amberites.  Used on them, it begins to reconstitute all lost body
parts at an extremely rapid rate, drawing the necessary mass from other parts of the body (which can leave you quite emaciated) or (as is more hopefully the case) from a great deal of consumed food.

Regeneration
Requires:  Basic or Advanced Sorcery
Sorcery Components Used: Detect Substance, Magical Manipulation, Shadow Manipulation or Shapechanging Magic
Level of Complexity:  Variable by level of injury.
Casting Time: Variable

Lost body parts can be regrown by use of this spell.  The basic version can regrow any lost body part for a shadow dweller in minutes to hours, as they are more malleable.  It also speeds the rate at which someone of Chaos or higher endurance regenerates, thus enabling Amberites to recover lost body parts in weeks and months instead of months and years.  The Advanced Version sends the target into a feeding frenzy, and uses the digested food to grow them the needed body parts.  It can grow anyone new limbs, eyes, organs, etc in days, depending on availability of food and the size of the missing part.  This spell is, unfortunately, not very effective at dealing with Primal or Apocalyptic damage.
 

Information

Detect Lie
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch
Level of Complexity:  Difficult
Casting Time: 90 minutes (13 seconds if Hung)

This spell lets you tell if people are lying to you.  It lasts for about an hour, depending on your psyche. You need a psyche advantage over the target or they can lie freely.
 

Detect Magic
Requires:  Basic Sorcery
Sorcery Components Used: Measure Substance
Level of Complexity:  Minor or Average
Casting Time: 30 seconds (6 seconds if Hung) or 5 minutes (9 seconds if Hung)

The more complex the spell, the larger the area of effect.  The minor version affects a fifteen foot radius, while the Average version is a hundred foot radius.
 

Detect Minds
Requires:  Basic Sorcery
Sorcery Components Used: Measure Substance, Mind Touch
Level of Complexity:  Minor
Casting Time: 30 seconds (6 seconds if Hung)

This simple spell can be used to detect all sentiences within a few dozen feet of the caster, depending on caster Psyche.  Especially useful for sensing invisible people, people disguised as inanimate objects, sentient items, and the like.

Gauge Strength
Requires:  Basic Sorcery
Sorcery Components Used: Measure Substance, Mind Touch
Level of Complexity:  Average
Casting Time: 5 minutes (9 seconds if Hung)

This spell lets you gauge the psychic strength and sorcerous skills of the target, who must be within 150 feet.  If you have a psyche advantage, the information is very accurate; if you do not, the information will be fuzzy at best.

Heighten Sense
Requires:  Basic Sorcery
Sorcery Components Used: Measure Substance
Level of Complexity:  Minor or Average
Casting Time: 30 seconds (6 seconds if Hung) or 5 minutes (9 seconds if Hung)

This augments one of your senses to a superhuman level--seeing as far and keenly as an eagle, tracking like a dog, reading newspapers with your fingertips, and so on.  The minor version lasts a few minutes, the average version lasts minutes to hours depending on Psyche.

Keiko's Lens of Detection

Requires:  Basic Sorcery
Sorcery Components Used: Measure Substance, Magical Energy
Level of Complexity:  Average
Casting Time: 5 minutes (9 seconds if Hung)

This spell creates a nearly-transparent green "visor" in front of the caster's eyes, which maintains itself for about an hour on a pool of magical energy.  Looking through it, the caster can detect various hidden things.  The lynchpins for the specific thing to be detected are generally left out.  Common settings include:


Keiko's Mirror of Temporal Scrying

Requires:  Basic Sorcery
Sorcery Components Used: Measure Substance, Magical Energy
Level of Complexity:  Petty to Godlike (see below)
Casting Time: From a single second to four months (see below)

Temporarily enchants any object with at least some reflecive capacity as a device that can be used to look into the past events of an area.  The reflector is positioned so that the area to be scryed is reflected in it, and the spell is then cast.  For an hour after that, the reflector can be used to rewind and observe through time in the area reflected, revealing past events.  It currently lacks the ability to pick up sound and is purely a visual device, but Keiko's been working on that (and she can read lips anyway).  The complexity varies depending on just how far back in time you want to be able to look.


Searching for a desired event is something of a hit-and-miss process, rather like looking through a very long videotape for the one episode of a show you want to watch.

Keiko's Improved Mirror of Temporal Scrying

Requires:  Advanced Sorcery
Sorcery Components Used: Measure Substance, Magical Energy, Intelligent Spells
Level of Complexity:  Petty to Godlike (see below)
Casting Time: From a single second to four months (see below)

Having experienced the wonders of the DVD player since getting married to Ramon, Keiko has worked on improving her Temporal Scrying spell to make it work along similar lines.  The added self-direction allows the spell to skip back and forth through time instantly as commanded, search for specific events and display them with far more speed than a human observer "rewinding" could, etc... basically, it makes investigations using the spell quicker and easier.

And one day, one day, she'll figure out how to get a soundtrack as well.
 

Lily's Magically Assisted Research

Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Measure Substance, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Variable by library size
Casting Time: by Difficulty

This spell will magically search through a library or archive for all appearances of a set of words listed by the caster at the time of the actual release of the spell.  The spell can then be configured to take any or all of several options with regard to the results of its search:

This spell can be cast multiple times, using the results of a previous search as the initial starting conditions if so desired.  Depending on the size of the library and the frequency of the keywords, this search may take hours to days to weeks; it is only as fast as the person who casts the spell; its main benefit is that the caster can work on other things while the spell does the most tedious searching for him.

Complexities:

Locate Object

Requires:  Basic Sorcery
Sorcery Components Used: Measure Substance
Level of Complexity:  Average or Difficult
Casting Time: 10 minutes (9 seconds) or 1 hour (12 seconds)

This simple spell will guide you to any lost object within its range in the same shadow.  It provides a directional sense which leads you in the right direction to find it.  The average version is good enough for most buildings; the difficult version will lead you to if it's within about ten miles.

Mirror, Mirror on the Wall
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Measure Substance
Level of Complexity:  Challenging or higher
Casting Time: 2 Hours (15 seconds if Hung) or higher

Mirror, Mirror on the Wall enchantes a mirror to become intelligent and conduct scrying searches for you.  It will search for things you designate within the same shadow, then display them and the area around them.  Such a search takes anywhere from a few seconds (for an adjacent room) to a few days (for searching the billions of galaxies of shadow earth for a planet of solid gold).  One can abandon a search and try something else, if the first search takes too long.

The difficulty level of the spell sets the duration of it.  At Challenging, the spell lasts about half a day; higher levels last a lot longer.  The spell will be detected by anyone of superior Psyche to the caster's, and can penetrate anti-scrying defenses made by anyone of lower Psyche.

Mitsune's Magical Sages

Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Measure Substance, Magical Energy
Level of Complexity:  Average
Casting Time: 10 minutes (9 seconds)

This summons up the floating heads of Gandalf, Vecna, Merlin, and Morgan le fay.  They float around the caster, observing in all directions.  If anything magical happens within their line of sight, they analyze what kind of magic is responsible and advise their caster on countermeasures.  They last for minutes to hours, depending on the caster's Psyche.

Savoir-Faire
Requires:  Basic Sorcery
Sorcery Components Used: Measure Substance
Level of Complexity:  Difficult
Casting Time: 70 minutes (12 seconds if Hung)

This spell quickly assesses the local culture and conveys upon you the skills needed to pass as a reasonably cultured individual.  You thus become familiar with local etiquette, you know enough local law to avoid having yourself executed, you will be able to perform appropriate dances, rituals, etc.  It typically lasts from hours to days, depending on your psyche.

Travis' Instant Translator

Requires:  Basic  Sorcery
Sorcery Components Used: Measure Substance, Mind Touch
Level of Complexity:  Average
Casting Time: 10 minutes (9 seconds)

This spell enables you to communicate in and comprehend just about any spoken language.  It lasts minutes to hours, depending on caster Psyche.

Touga's Eye-Spies
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Measure Substance, Shadow Manipulation, Shadow Opening
Level of Complexity:  Challenging
Casting Time: 2 Hours (15 seconds if Hung)

This spell calls up a dozen or so floating invisible eyes which move at about the speed of a horse.  They can be sent out by the caster to look at things, then return to him at some preset duration or condition (such as when they see something happen or when 20 minutes pass or whatever).  Other spells can be cast on them to give them special senses (to detect magic or whatever).  Those whose Psyche exceeds that of the caster will sense they are being watched.
 

Stealth and Disguise

Contagious Invisibility

Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent spells, Shadow Manipulation, Magical Energy
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if Hung)

This renders the caster invisible.  Light now passes through her body, so she casts no shadow, either.  The spell lasts for minutes to hours, depending on caster Psyche.  Those of higher Psyche than the caster will sense her presence, even though they may not be quite sure what they're sensing. Anything being touched or carried by the caster (or recipient of the spell) can be turned invisible at his discretion.  The flour trick will not work against a person invisible with this sort of spell because the flour will vanish as soon as it touches him, should he desire.  However, spells which detect magical energies will still detect the caster.

Hiko's Image Inducer
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Challenging
Casting Time: 3 hours (15 seconds if Hung)

This spell lasts at least a day, maybe longer depending on the caster's psyche.  It enables the caster to take on any appearance he or she desires, although this is only a projected physical illusion (ie, it shows up on cameras, mirrors, etc, requires no psyche advantage on the victims) rather than true shapechanging.  Those with a psyche advantage over the caster don't automatically detect it, though if they try to detect magic around you, they'll see you're ensorcelled all over and might suspect something.  This is more a problem when passing as a beggar than as Thrakmoss the Archlich.

Hiko's Shade of Glamor
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if Hung)

Hiko's Shade of Glamor gives the caster protective camoflague.  You blend into your environment, taking on whatever appearance best fits in.  This spell has the big advantage of adjusting itself without you having to think about it. It has the big disadvantage that it has to read surrounding minds to know what to change, and thus it risks alerting anyone around you who beats your psyche.

Invisibility

Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Magical Energy
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This renders the caster invisible.  Light now passes through her body, so she casts no shadow, either.  The spell lasts for minutes to hours, depending on caster Psyche.  Those of higher Psyche than the caster will sense her presence, even though they may not be quite sure what they're sensing.  Only things which were carried or touched at the casting are effected, although objects can be rendered invisible by putting them inside something which is itself invisible (for example, if you pick up 20 gold coins and put them in your invisible pouch, they stay invisible).  The flour trick will work against a person invisible with this sort of spell.  So will spells to detect magic.

Mitsune's Glib Answers
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch
Level of Complexity:  Average or Difficult
Casting Time: 10 minutes (9 seconds) or 1 hour (12 seconds)
 

For the duration of this spell, the caster can give the response to any challenge or question which best disarms the suspicions of the person or persons within a (determined by psyche, starts at 3 feet for Human Psyche, up to dozens of feet for very high Psyches) radius of himself whom he or she is addressing.  For example, if challenged by a sentry, you will automatically give the password.  There may be situations where nothing you can say will disarm a person's suspicions, however; if you are found plunging a knife into the high priest's eyes, this spell won't save you.  It also doesn't work on anyone who is in combat with you.  This spell only works if you have a Psyche advantage over those you are addressing.  The average version lasts for just a few minutes.  The difficult version lasts minutes to hours, depending on Psyche.

Mitsune's Silent Running
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity:  Average
Casting Time: 10 minutes (9 seconds)

This spell renders the caster utterly silent.  It lasts minutes to hours, depending upon Psyche.  It can be cast either as total silence for the duration, which requires no concentration, or in a form which allows one to make noise if one wants to, then go silent again.  That version requires active concentration.  By adding Intelligent Spells and bumping the difficulty up to Difficult, one can create a switchable silence spell which doesn't require concentration.

Shadow Cloak
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 6 minutes (9 seconds if hung)

The caster wraps shadows around herself, becoming very difficult to see.  This works well in dark and shadowy places, while in well-lit locations, you will stand out like a sore thumb.  This lasts for minutes to hours, depending on Psyche.

Somebody Else's Problem
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch
Level of Complexity:  Difficult or Challenging
Casting Time: 1 hour (12 seconds if Hung) or 3 hours (15 seconds if Hung)

This spell causes people to ignore you because you're someone else's problem if your psyche beats theirs and you take no action against them.  The difficult version requires constant concentration to maintain, while the Challenging version lasts for hours to days dependent on Psyche.
 

Vacancy
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

Vacancy shields an area from outside observation by projecting a fixed illusion chosen at the time of the casting over the area.  Those inside the area see everything normally.  This will fool magical scrying, the use of Logrus tendrils (without the use of actual Logrus Sight) to spy, trump observation, etc.  Patternsight or Logrussight will identify the magical aura everywhere if the caster's Pyche is fairly superior to the Pattern or Logrus user, and other wise breaks through it completely.
 
 
 

Travel

Advanced Flying
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Manipulation, Shadow Manipulation
Level of Complexity:  Variable by speed
Casting Time: Variable

This enables you to fly for hours to days, depending on psyche.  The spell can be programmed to fly without you having to concentrate, freeing you to do other things.  Complexity is determined by spell.


Fly
Requires:  Basic Sorcery
Sorcery Components Used: Magical Manipulation, Shadow Manipulation
Level of Complexity:  Variable by speed
Casting Time: Variable

This enables you to fly for as long as you put some concentration into it; this concentration precludes casting spells from scratch, but racked spells can be used and items as well.


Kentaro's Infallible Guide
Requires:  Pattern Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Pattern Sorcery, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult or Hard
Casting Time: 1 hour (12 seconds) or 2 days (18 seconds)

This spell can be cast in either of two ways.  The difficult version creates a guide who is very knowledgeable in getting around a particular shadow, and given enough time, can lead you to just about anything in that shadow while he lasts.  This version lasts hours to days, dependent on psyche.  The hard version creates a guide who can seek things out in shadow and lead you or some other designated person or persons to those things (This version is usually used to send flunkies across shadow to scout something out).  It lasts for weeks to months, depending on caster Psyche.

Michelle's Canal Conveyance
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell turns a small wooden gondola toy into a full sized gondola and conveys it at the speed of a horse for hours dependent on your Psyche.

Michelle's Magic Carpet Ride
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Manipulation, Shadow Manipulation
Level of Complexity:  Variable by speed
Casting Time: Variable

This creates a flying carpet, which will fly for hours to days, depending on psyche.  The spell can be programmed to fly without you having to concentrate, freeing you to do other things.  Complexity is determined by spell. The carpet will usually carry about six people, but the more psyche you have, the bigger the magic carpet you can make.


Mitsune's Spectacular Leap
Requires:  Basic Sorcery
Sorcery Components Used: Magical Manipulation, Shadow Manipulation
Level of Complexity:  Minor
Casting Time: 20 seconds (6 seconds)

This spell enables you to perform a feat of spectacular leaping.  The more Psyche you have, the further you can jump, but even the feeblest of Psyches can leap several dozen feet with this.

My Little Pony
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This calls up a riding horse, pony, or mule, along with appropriate gear.  It sticks around for hours to days, depending on one's Psyche.  Pushing the spell up to Challenging gives you a winged horse.

Spider Climb
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity:  Average
Casting Time: 10 minutes (9 seconds if Hung)

This spell lets you cling to surfaces like a spider.  You can even walk across ceilings.  Depending upon your psyche, you may need to keep all four limbs in contact to do this successfully, although with high enough psyche, you could hang from the ceiling by a single fingertip.

Localized Teleportation
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance, Magical Energy, Shadow Opening
Level of Complexity: See Below
Casting Time: Variable by difficulty

This spell allows teleportation within the same shadow.  The spell can be racked to either

The caster must specify the destination when racking the spell.  By upgrading the spell to advanced sorcery and adding the intelligent spells micro-spell, you can create a spell which accepts whatever destination you specify during the actual release of the spell, and which can be adjusted between the four possible outcomes when cast.

Range:

Pattern Teleportation
Requires:  Advanced Sorcery and Advanced Pattern
Sorcery Components Used: Detect Substance, Magical Energy, Pattern Magic, Shadow Opening (And requires the Pattern ability Pattern Teleportation)
Level of Complexity: See Below
Casting Time: Variable by difficulty

This spell allows teleportation across shadow boundaries.  The spell can be racked to either

The caster must specify the destination when racking the spell.  By adding the intelligent spells micro-spell, you can create a spell which accepts whatever destination you specify during the actual release of the spell, and which can be adjusted between the four possible outcomes when cast.

One might ask why one would want to cast this when it requires one already be able to Pattern Teleport.  The advantage is that a racked Pattern Teleport spell can be used quickly in emergency situations, faster than the use of the actual Power.  Also, if one possesses the appropriate sorcerous abilities, one could rack this spell in a minion's head or a spell rack for someone who doesn't possess Mad Pattern Skills.

Range:


Trump Teleportation
Requires:  Advanced Sorcery and Trump
Sorcery Components Used: Detect Substance, Magical Energy, Trump Magic, Shadow Opening
Level of Complexity: See Below
Casting Time: Variable by difficulty

Trump Teleportation uses a trump of a person, place, or thing as a focus.   The spell can be racked to either

The caster must specify the destination, using a specific trump when racking the spell.  By adding the intelligent spells micro-spell, you can create a spell which accepts whatever destination you specify during the actual release of the spell, and which can be adjusted between the four possible outcomes when cast.  Unwilling teleportees can resist with psyche.

The following table determines the difficulty, based on range.


Wards

Alarm
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Variable
Casting Time: Variable

This spell alerts the caster that someone has entered the area of effect by ringing a bell loudly in his ears.  This will rouse the caster from slumber if necessary.  The triggering condition can be set as broadly or narrowly as one likes, within the limitations of magic's ability to detect things (With no mind touch component, the spell has to go by appearance and behavior, but can't measure attitude.  Identities can be specified if you know the person's biological imprint or have some bit of them, like hair.).

The alarm endures for a duration based on the spell complexity; area of effect ranges from a few feet at human psyche to hundreds of feet in radius at high ranked psyche.
 

Contingency Defense
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening  or Counter Magic, Detect Substance, Intelligent Spells, Magical Energy
Level of Complexity:  Challenging
Casting Time: 5 hours (15 seconds if Hung)

Once cast, this spell hangs around the caster, waiting for a trigger condition to be set off, at which time it activates the pre-chosen defense against that condition.  It comes in two major forms:  One can set it to detect various kinds of physical attacks and prepare some countermeasure (incoming flame triggers a jet of water, incoming bullet turns your clothing into armor, incoming lightning gets grounded by a sudden lightning rod), or it can be set to detect incoming magic and automatically counterspell it.  Contingency Defenses last for hours at Chaos Psyche, and proportionally longer at higher ranks, however, the spell gradually devours the pool of magical energy which it uses to fuel the defense, so smart sorcerors renew their Contingency Defenses every few days.

Explosive Runes
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if Hung)

This spell enchants written letters to explode if looked at or read or touched.  The caster can set the explosion to be anything from a small focused burst of flame or lightning at the person looking at them to a room-annhilating explosion that takes the written material with it.  The caster can also set the runes to not go off if certain specified people look at them.  The spell lasts for days to months, depending on Psyche.

Nanami's Impenetrable Seal
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Variable
Casting Time: Variable

This seals a door or chest or cabinet or other closable thing shut for some period of time dependent on caster psyche and on the difficulty of the spell.  It also reinforces the thing to make it harder to break.


Nanami's Improved Impenetrable Seal
Requires:  Advanced Sorcery
Sorcery Components Used: Counter Magic, Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Variable
Casting Time: Variable

This seals a door or chest or cabinet or other closable thing shut for some period of time dependent on caster psyche and on the difficulty of the spell.  It also reinforces the thing to make it harder to break.  And the spell will actively resist efforts to dispel it, countermagicking any such efforts with the power of the Caster's Psyche.

None Shall Pass
Requires:  Advanced Sorcery, Pattern Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Pattern Sorcery, Shadow Manipulation
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if Hung)

This spell protects a region so that no one who lacks the appropriate password or who lacks some defined quality, can enter it.  Anyone who tries simply finds themselves exiting the area at the spot exactly opposite where they entered.  Fired missiles, moving vehicles, fireballs, etc, simply bypass that area of space as if it wasn't there.  Pattern or Logrus Defense can be used to break into the region so warded.  Depending on the environment, the spell's effects may or may not be noticable.
 

Pattern Alarm
Requires:  Basic Sorcery, Advanced Sorcery, Pattern Sorcery
Sorcery Components Used: Intelligent Spells, Measure Substance, Pattern Sorcery
Level of Complexity:  Hard
Casting Time: 2 days (18 seconds if hung)

Once cast, this spell monitors an entire Shadow, alerting you if someone who possesses Blood of Amber or Pattern or Broken Pattern enters the Shadow, or if they use Pattern or Broken Pattern within the shadow.  The spell will run for a number of days equal to your Psyche + 30 before it breaks down and has to be recast.
 

Teleportation Redirection
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Opening
Level of Complexity: See Below
Casting Time: Variable by difficulty

This spell allows teleportation within the same shadow.  The spell has two modes of operation.  At any given time, the spell must be set to a specific mode and destination, but until the spell uses up its magical energy supply, those factors can be changed at any time.  The spell detects any use of teleportation within a radius of the caster specified at the time of casting, then redirects that teleportation, if the caster's Psyche exceeds that of the Psyche backing up the teleportation.  You can:

The number of times the spell can redirect teleportation attempts is based on the difficulty of the spell.  If you possess Pattern or Logrus, you can shove the victims across Shadow by this means.  If you possess Trump Sorcery, you can detect incoming Trumps, and immediately try to teleport the trumpees away.

Range:


Weather Control

Lily's Refreshing Breeze
Requires:  Basic  Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Minor
Casting Time: 30 seconds (6 seconds if hung)

This generates a refreshing breeze which will cool down the area pleasantly and tend to disperse unpleasant smells and gases.

Summon Storm
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Challenging
Casting Time: 4 hours (15 seconds if hung)

This spell rapidly calls up a thunderstorm which will last as long as you concentrate, after which you can either kill it completely, or let it gradually rain itself out.  The storm is big enough to cover a fair sized town.  Simpler versions make smaller storms.  More complex versions can make HUGE storms.  .

Thoric's Air Conditioning
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Average or Difficult
Casting Time: 15 minutes (9 seconds) or 1 hour (12 seconds)

This spell creates a magical effect which adjusts the local temperature to one's desires for hours to days, depending on Psyche and how severe the change is.  The average spell affects one room, the difficult version can chill an entire building.  Because the spell is intelligent, the caster can change the temperature level as desired while it lasts and the spell adapts to any changes in surrounding temperatures.
 

Miscellaneous
 

Chef Bork's Spectral Assistants
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds)

This spell calls up dozens of spectral assistant cooks who can help you prepare a feast suitable for dozens to hundreds of people.  This does not supply the raw materials for said feast.

Borrowing
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch
Level of Complexity:  Average
Casting Time: 15 minutes (9 seconds)

This spell lets the caster ride along inside the mind of an animal, subtly guiding it and seeing what it sees.  This requires beating the animal's psyche, but unless you're a pretty pathetic sorceror or you're trying to borrow the Great Cow of the Atlan Tepes, this probably isn't going to be a problem.  The spell lasts as long as you like, although if you spend too much time (hours to days, depending on psyche) riding along, you may have trouble keeping your own sense of identity (unless you're a shapechanger, in which case you can borrow for about as long as you like, since you're more used to shapeshifting).
 

Business Card
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity:  Petty
Casting Time: 2 seconds

This lets you print whatever you like on a blank business card in a second (often the second while you're pulling it out of your pocket, hat, or whatever).  It can be combined with Conjuration to create the card itself from nothing.    Another variant is used in Tech shadows to instantly create fake IDs of various kinds.

Keitaro's Snapshot
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance, Shadow Manipulation
Level of Complexity:  Minor
Casting Time: 30 seconds (6 seconds if hung)

This prints a visualized, remembered, or currently seen image onto a surface, up to the size of a t-shirt.  Useful for making 'photos' in low tech shadows.
 

Lily's Magical Festival
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Hard
Casting Time: 2 days (19 seconds if hung)

This spell creates an entire festival, complete with dozens of stands, a staff, music, food, the works.  It will remain in existance for some number of hours proportional to the caster's psyche.

Michelle's Amberite Bandstand
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

Michelle's Amberite Bandstand creates doubles of any band you've ever seen and sets them to performing whatever music you like.  The spell lasts for minutes to hours, depending on psyche.  Great for parties.  The Raver Elves of Arden paid Michelle a lot to teach them this.

Michelle's Dancing Maidens
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This creates a number of illusionary dancing maidens (or dancing men, or a mix of dancing men and women) dependent on the caster's psyche.  They can be programmed to perform whatever sort of dancing you like.  The spell lasts for minutes to hours, depending on psyche.  Great for staging your own movie musical number.

Michelle's Magical Jukebox
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if Hung)

This spell creates a magical jukebox which can play whatever songs are requested.
 

Mitsune's Quick Cash
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity:  Average
Casting Time: 10 minutes (9 seconds)

Take a big handful of dirt, stones, sticks, etc, and shove it in a small bag.  Shake well, and voila, instant local currency.  This works especially well with paper money; precious metals tend to be heavy and require collecting a lot of garbage.  But a 1000 dollar bill weighs the same as a 1 dollar bill...  Such money will revert back to garbage if touched with cold iron, so best to use this on hapless shadow dwellers...

Mitsune's Skeleton Keys
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance, Shadow Manipulation, Shadow Opening
Level of Complexity:  Average
Casting Time: 10 minutes (9 seconds)

This spell quickly conjures up a ring of keys to open all locks within sight.  These keys will bypass any mundane traps, but do nothing to prevent magical traps going off or to bypass magical locks.
 

Nanami's Quick Freshening Up
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance,  Shadow Manipulation
Level of Complexity:  Average
Casting Time: 6 minutes (9 seconds if hung)

This spell quickly cleans off any blood, neatly starches and presses your clothing as appropriate, and in general, makes you look like you just spent hours cleaning up, even if you just survived the Second Day of Darkness.  It won't, unfortunately, stanch wounds and the like, but it will mend clothing torn by a sword.

Plant Growth
Requires:  Basic Sorcery
Sorcery Components Used: Magical Energy, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This spell causes hyper-accelerated plant growth over the area of effect (hundreds of feet to miles).  The caster must spend an hour or so concentrating to get the full effect; there is a challenging version which doesn't require concentration.

Spectral Servant
Requires:  Advanced Sorcery
Sorcery Components Used: Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 15 minutes (9 seconds if hung)

The Spectral Servant spell calls forth a glowing, ghostly field of force which will fetch and carry for the caster for minutes to hours, depending on Psyche.  It can't fight, but it's smart enough to follow complex orders, and it moves at the same speed as a human.

Telekinesis
Requires:  Basic Sorcery
Sorcery Components Used: Magical Manipulation, Shadow Manipulation
Level of Complexity:  Variable by weight and speed
Casting Time: Variable

This spell lets you move an object or objects around.  The higher your Psyche, the more weight you can life.  The speed at which you move the objects is set by the spell difficulty.  At Human Psyche, you can move small objects.  At Chaos Psyche, you could move a child's worth of weight.  At Amber Psyche, you could move a human.  At higher ranks, you can move more.

Travis' Optical Stenographer
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 15 minutes (9 seconds if hung)

This spell transcribes images from your mind or things you are reading onto paper as you concentrate.  You must be able to see what you're copying.  You can, in general, read about one page per minute.  The spell can be cast on someone else; the target must be willing.
 

Touga's Intimate Meal/Touga's Private Party
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult or Challenging
Casting Time: 1 Hour (12 seconds if hung) or 3 Hours (15 seconds if hung)

This spell produces all the things necessary to have an intimate meal with someone, including exquisitely cooked food and beverages to order, a table, silverware, and something nice to wear.  The Challenging version provides food and facilities for up to a dozen people.
 

Touga's Vintage Improvement
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity:  Average
Casting Time: 15 minutes (9 seconds if hung)

Touga's Vintage Improvement raises the quality of wine or other alcoholic beverages.  The quality of the resulting improvement depends on the Caster's psyche.  This level of difficulty affects enough wine for an intimate meal for two; higher levels transmute proportionately more wine.
 

Unlock
Requires:  Basic Sorcery
Sorcery Components Used: Measure Substance, Shadow Manipulation
Level of Complexity:  Minor
Casting Time: 45 seconds (6 seconds if hung)

This spell will unlock any lock, disarming any traps on it, so long as the caster's Psyche beats the maker's Warfare.
 

Wakaba's Instant Tailor
Requires:  Basic Sorcery
Sorcery Components Used: Detect Substance, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 15 minutes (9 seconds if hung)

This simple spell lets you visualize a piece of clothing and then magically transform the appropriate materials to make it into that clothing.  Higher complexity versions allow you to make more outfits at once.

Wakaba's Instant Genius
Requires:  Basic Sorcery
Sorcery Components Used: Mind Touch, Shadow Manipulation
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This spell raises the intelligence level of the target for some period of time, enabling faster thought and better analytical skills.  It will give animals the intelligence of a young human child, young children the thinking powers of an average adult, an average adult the capacities of a fairly intelligent adult, and turn those already fairly intelligent into geniuses.  The spell lasts only a matter of hours, and does not actually convey new knowledge.  It's especially useful for puzzle solving.

Wakaba's Magical Microwave
Requires:  Basic Sorcery
Sorcery Components Used: Shadow Manipulation
Level of Complexity:  Minor for up to five people, more if you need to nuke more food.
Casting Time: 30 seconds (6 seconds if hung)

This spell rapidly cooks food for you; Wakaba isn't a tech lover, but she does like the convenience of microwaves.
 

Wakaba's Magical Porter
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation
Level of Complexity:  Average
Casting Time: 15 minutes (9 seconds if hung)

This creates a floating disc about four feet in diameter which follows the caster wherever she goes at walking speeds for minutes to hours, depending on caster psyche.  It has a strength equal to the caster's psyche.

Yumi's Bed and Breakfast
Requires:  Advanced Sorcery
Sorcery Components Used: Detect Substance, Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening
Level of Complexity:  Difficult
Casting Time: 1 hour (12 seconds if hung)

This spell conjures up a four poster canopied bed with silk and satin sheets and lots of pillows.  It is a king-sized bed, large enough for two easily, and probably three or four in a pinch.  (up to eight people if they just want to get out of the sun and are sitting, not trying to sleep).  After eight hours, a bell rings loud enough to wake anyone on the bed and a small table appears with enough breakfast (either cereal and fruit, toast and eggs, or sausage and pancakes) for two people.  Once someone eats the breakfast, or thirty minutes after the breakfast appears, the bed and breakfast table both vanish.  If the bed is destroyed before the eight hours are up, breakfast will not be served.
 
 


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Last Update July 23, 2001