Welcome to No Books of Men! We are a modern alternate history board set in a magical school nestled in the Columbiana Valley of the Rocky Mountains. Students of the Collegium Illustrata Columbiana (commonly called simply The Academy) are free to explore their wildest imaginations in learning the mystic arts, so long as it does not jeopardize the ongoing Shadow War with the Exarchs. How will you live up to the legacies of Merlin?
darkkenchild is the Head Admin here at No Books. He enjoys long walks on the beach and debating the metaphysical underpinnings of reality, so any questions about your character , the plot of No Books, and/or how magic works on the site, please do not hesitate to ask him.
Squeeji is the head of “Human Resources” here at No Books, and responsible for pretty much everything related to our contact with the outside world. Advertising, orientation, and just about anything to do with bringing in new blood is in her wheelhouse.
"Magic is believing in yourself, if you can do that, you can make anything happen." -Johann Wolfgang von Goethe
Magic is defined by using the will of the Enlightened to foment change in the world around them to more closely match the desires and worldview of the willworker. Altering reality has been broken down into a discernible and easily referenced model which are called "Spheres of Influence" or simply "Spheres." Each of these Spheres are a particular purview of magic and indicate what elements of reality the Enlightened is able to manipulate through their rituals and technologies. If one does not have points in a given sphere, they are not currently capable of influencing that aspect of reality without great difficulty and clever use of related spheres. When creating a new Enlightened character, a player is granted a set number of points to distribute amongst the spheres as they see fit, with a maximum determined by character ranking. As the individual grows older and more experienced the Enlightened has access to more points to distribute and higher levels of individual spheres, as per the following list:
Sleeper: 0 points Undergraduate: 6 points, 3 maximum Alumni: 9 points, 3 maximum Grad Student: 9 points, 4 maximum Faculty: 12 points, 4 maximum
As for what these points are for: Magic is divided into 10 "spheres of influence" that each represent one facet of the cosmos. Each sphere and a mage's rating in said sphere is representative of what sorts of spells the mage is capable of casting. Thus, if a mage wishes turn water into wine, they better have Matter. If they don't have the sphere, they can't cast the spell.
The 10 Spheres - Death: Ghosts, Decay, and the Underworld - Fate: Luck, Probability, Oaths, and Curses - Forces: Fire, Gravity, Storms - Life: Organic life of all kinds such as plants or animals - Matter: Stone, Metals, Plastics, and Liquids - Mind: Read and control thoughts or emotions - Prime: Raw magic, illusions, enchantments - Spirit: Communication and control of spirits - Space: Command of distance and space, teleportation and scrying - Time: Control passage of time, look into past or future
Just as magic can be broken down into 10 “spheres of influence” these spheres can be further broken down into 5 “dualities.” Essentially, these dualities represent the two sides of a particular facet of magic. For example, Life and Death are distinct spheres of magic but are both tied with the same concept: Life is the absence of Death and vice versa. Each duality is strongly intertwined and both sides cannot exist without the other.
Clever mages have discovered that within a particular duality, there is a certain degree of overlap. Thus, as a mage reaches the higher ranks of a particular sphere, they find that the opposing sphere becomes easier to understand and manipulate. Mechanically, this means that when a mage reaches rank 4 of a given sphere they can access the rank 1 spells of the opposite duality without possessing ranks in that particular sphere. Similarly, rank 5 in one sphere grants use of the rank 2 spells of the opposing sphere. Thus, for example, if a mage has Rank 5 in Space, they can cast Rank 2 spells of Time as well, even if they do not posses any ranks in Time at all.
The Dualities are as follows:
- Death / Life - Fate / Prime - Forces / Mind - Matter / Spirit - Space / Time
Now, once the character has their sphere ratings figured out, what does that mean? Well, it comes down to figuring out what sorts of spells the mage already knows. Rotes are spells that are so frequently used by a given mage that its use has become almost second nature. While a simple ritual (usually a spoken incantation) and a some form of tool (usually whatever instrument the individual mage prefers), it requires far less concentration and effort to initiate the Spell.
Please be aware that while all Rotes are spells, not all spells are Rotes. Rotes are spells that the user have cast often enough that they are almost second nature and only require a brief incantation or gesture to cast. Under duress or with great time and effort the mage can cast any spell on this list and more, but they lack the ease of Rotes. To put it simply: A Rote is a memorized spell. While Rotes still require an activation (phrase/gesture/etc), they do not require lengthy rituals. Any mage with sufficient ranks in a sphere can cast any spell on the list up to that rank. However, if a particular mage does not have the spell on their Rote List, they must establish (at least 3 posts) a ritual practice ahead of time before the effect can impact the thread. Rotes can be activated and the effects seen in a single post.
The number of Rotes available to a mage is dependent on their class ranking as per the following chart:
Rotes are classified by sphere and rank, but are purchased on a 1-to-1 basis. Thus, an undergraduate with a sphere distribution of Matter 3, Fate 2, Mind 1 can purchase 6 individual rotes with none higher ranked than 3 in Matter, 2 in Fate, or 1 in Mind. Also, please note that in 99.9999% of cases, a mage must have at least 1 rote of each previous rank before purchasing one of higher rank. I.e. you can have 4 third level rotes, but you should have at least one of both the first and second level first.
Rank 1 - Forensic Gaze: The mage peers at a corpse to ascertain the cause of death, and no physical contact with the corpse is required. The knowledge appears as a ghostly image floating above the body visible only to the caster.
- Grim Sight: Allows the mage to peer through the lens of Death and see the Underworld beyond. This also allows limited contact with spirits of the dead, however it does not convey understanding beyond language barriers.
- Shadow Sculpting: Where Forces allows control of light, Fate through its connection to the Underworld is capable of controlling darkness. The caster can stretch or deepen the existing shadows as they so please.
- Soul Marks: This allows the mage to perceive the health and state of a given soul. This allows the mage to sense dreangements/disorders of the mind, but in a different manner than Mind. These are the scars that go deeper than simple psychosis. Additionally, this allows the mage to sense any changes that a magic user has caused to their soul, intentionally or not.
- Speak With the Dead: The mage is capable of seeing and speak with the souls of the dead, whether they choose to acknowledge her or not. This allows a basic understanding of what the spirits are saying, but without a shared language only basic concepts can be conveyed.
- Animate Shadows: An extension of Shadow Sculpting, the mage can now relocate or drastically alter the shape of shadows.
- Decay: The caster can cause a material object to corrode, rust, or become rotten. This material can be organic, but it must not be actively alive. Uprooted plants and dead animals qualify, but a living person does not.
- Soul Jar: The Caster is capable of summoning and/or binding spirits of the dead. Using an object as a fetter, the caster can 'chain' a ghost to the object either as a simple summoning anchor or a literal prison for the ghost.
- Suppress Aura: The Caster cloaks their own aura in an aura of decay, essentially disguising their aura as part of the “background noise” of existence. Those attempting to read her aura perceive only a “typical” human aura or none at all, depending on the choice of the caster of this spell.
- Touch of the Grave: The caster can now interact with spirits and creatures of the Underworld as if they were tangible. This includes manipulating raw ectoplasm (which can be excreted by either ghosts or by the mage herself) in such a way as to make ghosts visible to Sleepers.
- Ghost Gate: Allows the mage to open a gateway into the Underworld for herself and her companions to enter the Shadowlands. Take care however, as this gateway is a two way street...
- Quicken Corpse: This spell allows the mage to reanimate the dead and bind the corpse to her service. These corpses are only about as intelligent as a dog and can be set to simple tasks, but are incapable of anything requiring higher levels of thought. Also, the corpse is no stronger than it was in life but it is considerably slower and tireless.
- Summon Shadows: As with Animate Shadows, but the mage can now create darkness out of nothing, requiring no source for the shadows.
- Suppress Life: You can make a living body seem dead. All modern forensic science will find the body as being dead. No pulse, no breathing, no physical signs of life remain to the body. Additionally, mystic senses will detect no life either, by all signs the mind and soul have both departed the body. For all intents and purposes, this spell truly kills the target until the conditions of the spell are met. If no 'activation' is provided during the spell's casting (i.e. “when the moon next rises,” “when one hour has passed,” etc), this lasts for 24 hours.
- Enervation: With a touch mage can draw life force from a living person and use it to strengthen herself. This life force can be used to heal wounds, banish exhaustion, or simply provide a burst of energy for the caster. The victim, conversely, is afflicted with something resembling a wasting disease until they get a full night's sleep.
- Rotting Flesh: As with the Decay spell, but can be used on a living target. This causes tremendous amounts of damage and, if not immediately fatal, can take months to heal.
- Twilight Shift: The mage can now cross over into the Underworld without the need of a gateway, thus mitigating the risks of leaving an open doorway between realms. However, they cannot bring along another or anything that doesn't fit on their immediate person (i.e. they can bring a hand gun in their pocket, but not a car). ` Rank 5
- Devour the Living: This is exactly like Enervation but can be brought to its ultimate terminus, that of causing complete death. While Enervation is good for curing small wounds or banishing exhaustion, Devour the Living can cause the caster to recover from the most terminal of wounds. Unfortunately, it always kills the target of the spell, often in excruciating pain.
- Steal Lifespan: Fate decrees that every living creature is only allowed to exist in reality for a set time frame. This spell allows the mage to "steal" years from a target's lifespan and add those years to their own. It is up to the caster whether these stolen years are immediate (causing instant aging in the target) or from the end of the creature's lifespan (leading to an early death).
- Lucky Shot: By selecting a target and having at least one rank in the appropriate sphere for said target (i.e. Life for a living target, Matter for a non-living, etc), the mage negates all chances of missing with projectile attacks. This only works for the first such attack in a given encounter.
- Quantum Flux: The mage reads probability and compensates for negative influences. Only minor influences can be counteracted at this level and such changes cannot be overt or obvious. However, this does tip the scales in the favor of the caster however and reduces the chances of failure in any endeavor.
- Reading the Outmost Eddies: The caster is granted knowledge of the outcome of some small random action around her. For example: the caster knows which lotto ticket will win (but not how much) or which face a coin toss will land on.
- The Sybil's Sight: With this spell, the mage can detect the workings of other magic users upon the weaves of fate. This spell reveals any alterations to luck or fate that are not natural.
- Winds of Chance: By submitting herself entirely to fate, the caster finds that her desires are met in some seemingly random way. For example, a mage wishing to have an interesting encounter at a bar random chances will result in someone joining them there. This can function both ways, too; by wishing misfortune on others, they find their life besieged by bad luck.
- Fortune's Protection: This spell weaves a bubble of probability around the caster, causing attacks are less likely to strike her. She stumbles “just out of the way,” she turns the corner just in time for the bullet to miss her, and other such “lucky” events to prevent the mage taking damage.
- The Perfect Moment: This spell allows the mage to act with perfect grace and timing in social situations, basically saying the “right thing at the right time.” This requires the mage to “go with the flow” and not consciously think about what she's doing for this spell to work. This allows the mage to always leave the best sort of impression, but repeated uses of this spell can lead to effects opposite to the caster's intent as Fate becomes tangled.
- Platonic Mechanism: This spell imbues a mechanical object with perfect precision. This prevents the natural entropy of systems and thus prevents breaking down. This effect lasts for up to one lunar month unless a specific timeframe is worked into the spell's casting.
- Swearing an Oath: The mage can imbue a a spoken or written oath and use Fate to bind the oath-swearer to their word. This grants only the most basic of protections, such as the ability to break mental compulsion or distractions in order to fulfill the Oath. Anyone who knowingly breaks such an oath is subject to the same effects as a negative "Touch of Luck" spell, but lasts until the oath is fulfilled or some form of penance is made.
- Touch of Luck: The mage can now either bless a target with exceptional luck (finding a $20 bill on the sidewalk, always hitting green lights, etc) or terrible luck (hitting every red light along their path, the subject bumps into the worst sorts of people, etc). This effect lasts for up to a day, at the caster's discretion.
- Alter Oath: This spell allows the caster to manipulate and/or change the terms of an oath so bound with the spell “Swearing an Oath” without this spell, no oath's terms can be altered once struck. Even with this spell, a connection with the oath must be established either through being part of the original oath or establishing a connection through magic.
- False Destiny: The mage can enchant an individual with a false destiny, which they and any able to detect Fate are absolutely convinced will come true. While placebo-style effects and luck manipulation can cause the destiny to appear real, it is not and only holds as much power as the belief and luck of the target.
- Lucky Coin/Monkey's Paw: The caster can create a permanent enchantment upon a lifeless object, allowing the object to bestow a "Touch of Luck" to any individual holding it, including Sleepers.
- Occlude Destiny: By weaving confusing strands of Fate around the target, the mage hides their destiny from the eyes of others. This cloaking of Fate can only be overcome by a mage with a rank higher than that of the caster. This does not hide the presence of a destiny, as a powerful destiny can still be detected, but the specifics are clouded from the sight of others.
- Gift of Fortune: This spell allows the mage to “summon” an item to her side by tugging the strands of fate connecting the object and the caster. The difficulty of this spell is directly related to how powerful the caster's connection to the object is in comparison to its connections to others. Additionally, the closer the object is physically the easier it is for fate to bring it to her. For example: A beloved toy from the caster's childhood that is stored in a chest across town will be easy to summon, but the Hope Diamond (which has countless connections to others and is unlikely to be personally connected to the caster) across the ocean would be nearly impossible to summon.
- Sanctify Oaths: The mage is now capable of bestowing tremendous gravity to their oaths and the oaths of others. Conditions for fulfilling the oath are listed, benefits granted (such as increased strength or tremendous luck), and punishments expected if the oath is not fulfilled (such as tremendous weakness, bad luck or terrible illness). Alternately, a mage can also dissolve any oath, removing both benefit and threat of punishment.
- Probable Cause: The mage can ensure the probability of succeeding in nearly anything to which he puts his hand. While this cannot make the impossible possible, it can take anything that might be possible (no matter how unlikely) and ensure that it comes to pass and in the mage's favor.
- Binding Destiny: The mage can now prevent outside entities from perceiving or altering a given destiny, creating an "unpreventable Fate." This Fate can be of whatever nature the individual desires, up to and including details of death. The timing of this destiny cannot be defined, but the nature of its fulfillment will certainly come to pass.
- Forge Doom: A living being, place, thing, condition, flaw, or behavior can be declared as a target's “doom.” While in direct confrontation with a doom or acting within or being targeted by the declared “doom” the target finds everything goes wrong. Damage taken is always in the worst place and digs deeper than it would otherwise. Dodges seem less effective. Shields break along faults previously undetected. Ground becomes less stable as it shifts beneath their feet. Essentially, while not condemning the target to certain death when confronted with their “doom,” the chances of serious harm or death are drastically amplified.
Rank 1 - Influence Heat: The mage can guide the direction or degree of heat. For example, the mage can remain warm in the winter by re-appropriating the 'lost' body heat from others, or cause the heat from a radiator to emanate in a cone instead of a sphere.
- Nightsight: Through attuning perceptions to pick up even the faintest amount of light, the mage is now capable of activating the ability to see perfect in any situation with even the tiniest amount of light. This doesn't allow sight in total darkness, but anything less than total darkness is no different than noontime on a sunny day.
- Influence Sound: The mage can manipulate preexisting sound waves in basic waves. By directing the amplitude and direction of sounds, the mage can hear whispers from across the room, ensure that his voice reaches his target over the sound of a crowd, o make sure that his voice only goes in a single direction. Volume manipulation isn't possible yet, nor is creating sound from nothing.
- Tune In: The mage can "tune in" into any free floating data stream, such as cell phone signals or radio transmissions, and translate the electromagnetic waves into information understandable to the subject.
- Influence Light:The mage can guide the direction and/or flow of existing light. For example, a flashlight beam could be focused tighter to reach further distances or break white light into beams of visible color. This spell cannot enhance the strength of light or create it from nothing.
- Control Heat/Light/Sound The mage can now affect the intensity of any of those he could only influence before, making things hotter/colder, brighter/dimmer, or louder/softer.
- Unseen Shield: The mage creates a shell of energy around himself which is capable of deflecting any physical or energy attack. It cannot prevent damage entirely, but it can deaden the effects of an attack drastically, such as a bullet causing a bruise instead of tearing through the body.
- Influence Flame/Electricity: The mage can influence the direction or flow of flames or electricity, causing them to leap from place to place or avoid a particular area. Neither force can be created at this level, however.
- Kinetic Blow: The mage can focus the force of physical attacks more directly, down to as small an area as a pin point, causing considerably more damage than they would be capable of otherwise.
- Transmission: Where the mage could only receive data streams before, he can now hijack streams and broadcast his own words either alongside or overwriting the original transmission.
- Autonomous Servant: The mage can create a repeating loop of forces, allowing a repetitive action to continue without their intervention. For example, a mage can stir a stew slowly while it cooks then invoke this spell and the spoon will continue to stir while the mage is free to leave the room.
- Create Force: The mage can now summon any previously mentioned force (Fire, Light, Sound, Electricity), seemingly from thin air and when combined with other spells can control the flow of said energies completely.
- Invisibility: By wrapping a shield against light around themselves, the mage can now cause themselves to become completely unseen. This does not confer silence or intangibility, though these can be activated as separate spells.
- Telekinesis The mage can telekinetically lift and/or use objects remotely. This includes activating devices, hurling stones, or even turning bullets aside. However, the effective 'lifting strength' and 'finesse potential' of the spell cannot exceed that of the mage.
- Bestow Invisibility: As Invisibility, but can be used to turn others invisible. This requires concentration on the part of the target, not the caster, to be maintained and can be used on Sleepers and mages alike.
- Control Weather: The mage can create or divert weather patterns to simulate any sort of 'normal' (i.e. non-disastrous) weather in an area. This can result in a wide range of effects, from strong (but not devastating) winds, rain, directed thunderbolts, frigidly cold temperatures, etc.
- Fiery Transformation: The mage can become a creature of living flames, but it only lasts for a short time (10 minutes at most). Alternatively, the mage can create "creatures" made of living flame that last for a similar duration and remain under the mage's control as long as the spell lasts.
- Natural Disaster: The mage can summon major weather or seismic disturbances such as earthquakes, tsunamis, hurricanes, or tornadoes, and direct them towards their enemies. The storms themselves last for about an hour, or less if the caster so desires, and generally require five to ten minutes to reach their full strength unless conditions were already primed for such an event.
- Control Gravity: A Master of Forces is capable of complete control of gravity. This allows the mage to levitate or fly as they see fit, alter the default direction of "down" in an area, or even turn gravity inward to cause structural collapse and implosions.
Rank 1 - Analyze Life: Through careful concentration, the mage is able to identify the characteristics of a living organism. The sorts of information garnered from this spell include, but are not limited to: species, age, physical sex, and (where applicable) breed.
- Cleanse the Body: The caster is able to cleanse herself of all drugs, toxins, and poisons.
- Healer's Sight: The mage can inspect an individual and mystically ascertain what the health of the subject is at the time. This includes a general state of health, what sorts of diseases the subject might be suffering under, and rarely even detect genetic disorders which may adversely affect health.
- Pulse of the Living World: The caster instantly becomes aware of all living creatures within a given radius, though the amount of detail decreases as the range increases. If seeking all life within 100 yards, it will only detect the broadest definitions (though certain types of life, such as "plants" can be intentionally excluded). Decreasing the range, however greatly increases detail; such as only detecting life in a 10 yard radius allows to know exactly how many and of what species are present.
- Sense the Living Magic: Life is a complex and complicated facet of existence, and is often the target of mystic manipulations. Be it disease based curses, mystic enhancements to the form, or even simply hiding their appearance but not their pulse. This spell allows the user to detect any such magical influences on an individual, or more broadly, sense any magical alterations to life as a form of detection.
- Perfect Biorhythms: The caster can take conscious control of her bodily functions and direct them towards perfections. This allows more efficient breathing to require only half as much oxygen for survival, double the speed of reflexive actions, to slow metabolism to the point where only half as much food and doubled duration between meals is required for survival, and slowed heartbeat to reduce the speed of poisons and drugs affecting him (or stop its beat for up to a full minute while still conscious). Any or all of these effects can be activated at a given time.
- Control Simple Life:Arachnids, insects, crustaceans, and other basic forms of organic life can now be controlled and directed as the caster sees fit. The caster is not capable of forcing these creatures to directly contradict instinct, but can manipulate instinct enough to suit her purposes. Insects swarm and attack a perceived threat, a swarm of spiders could spin thick webs to slow intruders, and other simple commands can be directed to these basic creatures
- Self-Healing: The mage's understanding of life is complete enough that she can mend bones, cure disease, close cuts, and otherwise heal herself in any way necessary. Her understanding is not yet complete enough to illicit such healing in others, but she has complete mastery of her own health.
- Bark Skin: While the caster need not literally turn their skin to bark, and instead could become covered in scales or a carapace, she can now shore up her own living essence in a defensive manner. This dulls the bite of blades, negates blunt attacks, and even minimizes the threat of bullets. She is far from immune to damage, but any of her enemies will find it tremendously difficult to bring her harm.
- Transform Simple Life: The caster may transform any simple organic life (plants, insects, fungi, etc) into any other form of simple life. Thus, the caster could transform an ear of corn into a swarm of bees, turn deadly nightshade into useful mint, or other similar transformations.
- Control Animal: Any animal short of sentience is now capable of being controlled by the caster. As with "Control Simple Life" this control is not one of mental coercion, but rather one of manipulating instincts and other biological processes. With this spell, the user can placate a rabid cat, incite a bear to attack, or invoke a dog's pack instinct to defend the mage. Any task more complex than instinct level responses are impossible without Mind magics.
- Transform Self: The caster can physically transform themselves to a minor degree, allowing them to perfect their form without truly transforming it. She can temporarily double her strength or stamina, make herself twice as fast, or even make herself dramatically more beautiful (or ugly). This spell is incapable of true transformation into other forms, but is also capable of bestowing animal features to the caster, such as a rabbit's ears or a bear's muscular arms. Note: this can be slightly modified to include human style pheromones, but under no circumstances can the caster's biochemicals override conscious thought entirely.
- Mother's Touch: The caster is now capable of all healing skills available with the spell "Self-Healing" but can now apply its effects to others.
- Animal Companion: Through this spell, the mage can now bind any animal to themselves. Though not a true familiar, the creature can be directed in any fashion the mage desires, even if it contradicts instinct. The duration of this spell is one day or less, unless a Mind/Spirit/Prime spell is also used to either grant sufficient sentience to agree to a permanent bond or a mystic permanence can be created.
- Shapechanging: The mage is now capable of completely controlling their own life force in such a way as to provide total control of her form. The caster can become anything she desires from a perfect duplicate of another human being, total transformation into a wolf, literally becoming one with a tree, or other drastic alterations. In every case, the mage retains her intellect, but a possibility of instincts or involuntary thoughts pertaining to her new form always lurks in the back of their minds.
- Alter Higher Life: The mage is incapable of controlling the minds of sentient beings without Mind magics, however, the bodies of others are something altogether different. The caster can grant animal features to others, weaken their muscles, make them run faster, turn off their conscious mind to leave only instinct, or even stop their hearts.
- Master of All Life: The caster can affect drastic changes in any living organism. These changes can involve transforming others into baser creatures, uplift an animal to humanity (though it will still think/act like the animal it was without Mind magics), regrow lost limbs (or altogether new one), or cause total biological collapse/death.
- Create Life: The caster is capable of creating life out of nothingness. Creatures so created lack any sentience or capabilities beyond the most basic of instincts without the use of other magics, but is otherwise an entirely normal creature that literally did not exist moments before casting.
Rank 1 - Alter Conductivity: The caster alters the ease through which electricity and heat pass through a material. This can go in either direction, making an object electrically inert or a superconductor is equally possible with this spell.
- Craftsman's Eye: With a bit of concentration, a mage can ascertain the proper function, operation, and maintenance of any object with moving parts.
- Detect Substances: When casting this spell, the mage must declare what sort of material he is seeking, then invoke his tools and rituals. If successful, the mage can find any object within 20 yards which is comprised of the material he searches for.
- Discern Composition The mage can determine what sort of materials went into the composition, the density, the weight, and other characteristics of any given object.
- Find the Hidden Hoard: With a wave of a hand and carefully chosen words, the mage can reveal hidden doors, safes, vaults, and other obfuscated compartments within any form of inanimate matter.
- Alter Balance: While altering weights and densities remain beyond the mage's skills at this level, the mage can now alter the distribution of matter throughout a substance. This allows them to improve the balance of a sword, improve the accuracy of a fire arm, or any other object which would benefit from altered weight distribution.
- Shape Liquid: The mage can impart cohesion to liquids and vapors, form them into shapes of his choosing or moving them as desired. For example, he could "carve" a corridor through rain or fog to keep himself from getting wet.
- Transmute Liquid: This spell allows the mage to transmute common liquids into other common liquids. Water into wine, milk into orange juice, and water into gasoline are just a few examples of the sorts of transformations possible with this spell.
- Steel Windows: This spell allows the mage to manipulate opacity of any physical substance. Glass can be made to opaque that no light can pass through it, or a steel door could be made as transparent as glass.
- Unseen Aegis: Through manipulating the very air around himself, the mage wraps himself in an invisible "cushion" to blunt the inertia of incoming attacks. This shield dulls the effects of any direct attack; punches don't hit as hard, bullets are notably slowed, and flames are weakened through air moisture. Attacks can not be prevented entirely, but even lethal attacks are less likely to leave mortal wounds.
- Alter Integrity: This spell allows the mage to alter the stability and strength of an object with but a touch. Any inorganic substance can be reduced to worthless scrap or be reinforced to near indestructibility.
- Jury-Rig: Sometimes, the mage just needs something to function or to suit a specific purpose. Jury-Rig allows him to do just that. By combining materials and devices, the mage can either return a damaged object to functionality or even add new properties to an already functioning machine. For example: a stereo can be combined with an mp3 player to restore function or a nail gun and a shotgun can be combined to make a shotgun that shoots a barrage of nails.
- Plasticity: Any substance can be made workable and malleable wit this spell. Everything from the strongest steel to ice is made as workable as soft clay. This spell lasts for up to 30 minutes and when it expires the substance returns to its original solid state.
-Transmute Earth: With this spell, the mage can transform any common solid material into any other common solid material. Thus, stone can be turned into plastic, or plaster into wood, but precious metals and gemstones are mystically too complex for this process and must be created using Transmogrification instead.
- Transmogrification: This spell allows the mage to turn any single liquid or solid substance into any other liquid or solid substance. This allows any object to be turned into any other, excluding gaseous materials. Thus lead can become gold, water can be turned to stone, or plastic rendered into gasoline.
- Transmute Air: This spell allows the mage to turn any single gaseous substance into any other gaseous substance. Thus oxygen can be turned into laughing gas, nerve gas into oxygen, and countless other combination become possible.
- Alter Properties: The mage can now alter the very characteristics of liquids and solids. Density, size/quantity, weight, and more can now be altered while retaining any properties preferred. Featherlight steel, hyper-dense water, and other miraculous substances become possible with this spell.
- Annihilate Matter: With this spell any inorganic substance can be broken apart into gaseous form or even reduced to non-existence. What little bit of matter that remains behind is the sole purview of the mage, becoming anything from oxygen to vacuum.
- Raw Creation: A mage can now create any inorganic object out of nothingness, and of any complexity. A fist-sized and flawless diamond or a perfectly functional laptop can be created out of thin air, though complex machines require some knowledge of how they function or they will be created inert.
Rank 1 - Aura Perception: The mage can discern the mental and emotional states of a thinking being by reading his aura and identifying the colors present therein. Please refer to this chart for a basic list of mental/emotional states and their respective colors.Please consult this list!
- Multi-Tasking: While mortal multi-tasking is impossible despite claims to the contrary, this spell allows the mage to truly maintain multiple trains of thought with little difficulty. While the mage is incapable of maintaining this enchantment through strenuous physical activity, she can hold as many trains of thought as she so desires as long as they involve nothing more physically engaging than writing or tinkering with a device.
- Sense Consciousness: This spell allows the mage to detect any creature with capability for sentient thought within her vicinity. Range affects details available, however. One can detect how many sentients are within a 100 yards, but not where they were or how they move. However, those details could be ascertained if the range is reduced to 10 yards.
- Third Eye: With this spell, the mage can detect the presence f any mystical influence on any minds within 10 yards. This allows her to detect mind control, telepathic eavesdropping, and other ways that other mages have affected the minds of others.
- Beast Control: The mage manipulates a simple (i.e. non-sentient) mind and imposing basic telepathic control over it. The creature will act in whatever way she commands it, even if such actions are separate from the creature's instincts, however this control isn't complete enough to allow commands completely opposed to basic survival. This spell lasts for up to 30 minutes per casting.
- Subliminal Urging: The mage can project emotions and feelings into the minds of others. This is not mind control, but can lead the target to predictable results. Blinding rage is as likely to result in physical attacks as direct mind manipulation, if used artfully by the caster. Additionally, the target may become aware of such manipulations if they are drastically different than normal; such as feeling delight at the funeral of a beloved spouse.
- Alter Impression: Whether positively or negatively, the mage can alter the first impressions they leave upon meeting others; either seeming likable and trustworthy or frightening and unnerving. Alternately, the mage can lower the impression they make on others to such a degree that they be come easily forgettable and "lost in a crowd" unless they do something intentional to draw attention. This spell lasts for up to an hour per casting.
- Mental Shield: Sometimes the mage wants to protect herself from the prying (third-)eyes of others and this spell allows her to do so. The caster can choose whether this shield takes the form of total concealment of thoughts, blatant barriers against intrusion, or by temporarily erasing memories from her own mind. This spell lasts up to six hours per casting.
- Voice from Afar: Telepathy is still beyond the mage's skill at this level, but this spell allows a limited ability to project a message across any distance and directly into the mind of the target. This message can only be a single, short (i.e. 10 words or less) sentence.
- Universal Language: Through telepathic borrowing, the mage is capable of understanding and conversing in any human language. This spell can be used to communicate across any medium (spoken, written, typed, etc) and only requires the caster to be within 25 yards of someone capable of communication in the given language.
- Telepathy: This spell unlocks the minds of others to the mage, thus allowing direct mind-to-mind communication of thoughts, images and emotions across vast distances and without the need for physical proximity. This holds with it no act of compulsion, and is solely useful for communication purposes.
- Psychic Assault Some spells damage opponents through magical manipulations of objects or the body, but this spell makes the concept of "Mind Over Matter" literally. Through a direct psychic blast, the caster forces the targets body to spasm and neurons to misfire, causing extremely painful and debilitating damage to the target's physical form. This attack is incapable of killing, but sometimes the subject wishes it were...
Imposter: The caster clouds the perceptions of a single target, implanting suggestions in the minds of the subject that the caster is someone else or that some event is occurring before them. The target is convinced that the mage is this other person and all their perceptions are altered to match their expectations.
- Breach the Vault of Memory: The mage is now capable of reaching into the lowest depths of a subject's mind, accessing not just surface thoughts but memories as well. Once within the deepest levels of the target's subconscious the caster can now psychically read, write, or even rewrite the memories of the subject.
- Psychic Blade As per "Psychic Assault" only the attack is fully capable of dealing death, often in an extremely painful fashion.
- Psychic Projection: This spell allows the mage to remove her mind from her body and travel without it. The mind, thus unfettered, is free to travel the world at tremendous speed (roughly 100 miles per hour) or enter the spirit worlds. Due to the nature of such projections, however, the mage is incapable of using any additional spells and is reliant upon a silvery cord connecting her astral and physical forms. If said cord is ever severed, the body dies immediately and the mage's mind/soul becomes a ghost immediately.
- Possession: The mage is now capable of total and complete mental control of another. Her body becomes comatose and her target's mind is completely subsumed until the mage returns to her own body. This lasts for up to 20 minutes per casting and is extremely uncomfortable for both caster and target.
- Psychic Genesis: This spell creates a new conscious mind out of nothingness, however without the use of other spells the mind has no body to inhabit and instead exists as a Shade. A shade is not quite a ghost, not quite a spirit, and certainly not alive in the strictest sense, but it is entirely sentient for the purposes of spells affecting sentient beings. With the use of other spells, the mage can bind this consciousness into an object, a body, or anything else.
Rank 1 - Sense the Supernatural: The mage can read the aura of another individual, but unlike the Mind power of similar purpose the aura perceived tells the mage nothing about emotions or mental states. Instead, the mage sees evidence in the aura of what sort of supernatural creature or supernatural influence has affected the subject.Please consult this list!
- Analyze Enchanted Item: The mage can scrutinize an enchanted item and discern its powers and abilities. This process not only reveals the advantages of using an enchanted item, but also the disadvantages, such as curses or alarms attached to its use.
- Dispel: The mage can now dismantle existing spells. Any spell can be dispelled with this ability, but it is incapable of dismantling any spell using a sphere and rank that the caster does not possess. For example, if someone creates a sentient fireball and sends it at a mage possessing this spell, he could dispel it; however, he would have to have at least Prime 1 (for this spell), Forces 3 (to counteract the flames), and Mind 5 (to dismantle the sentience of the flames and prevent it reigniting itself). Note: this is only for previously cast spells, for spells actively being cast, see "Counterspell."
- Inscribe Grimoire: The mage is capable of writing in a mystically charged language which allows the reader of her works to learn her rotes at reduced cost.
- Discern: Through her understanding of how magic is created, the mage is capable of seeing through illusions created through Mind and Prime as if they were puppets where she can see the strings. They do not vanish from her sight, but she immediately knows what is real and what is magic.
- Counterspell: The mage can now dissolve spells as they are cast and prevent them from ever resolving. Additionally, the caster is required to only possess a single dot in one of the spheres used for the spell to be dissolved. For example: If an enemy throws a fireball at the caster of Counterspell, it can be countered with this spell combined with a minimum of Forces 1.
- Activate Enchanted Item: Most artifacts and other enchanted items must either be attuned to the user or the user must activate it with a certain phrase or action. This spell allows the caster to bypass both potential requirements and activate it by charging it directly with mana.
- Magic Shield: By weaving magic into a grid around herself, the mage can create a shield to protect her from direct magic attacks. A bolt of lightning would have its effect halved by the shield, but the shield would do nothing to defend the caster against falling after the floor underneath them has been magically collapsed.
- Squaring the Circle: This spell serves a singular purpose, to sanctify the grounds for Certamen, a Wizard's Duel. So long as both participants stay within the boundaries this spell defines then both participants can use their strongest magics without fear of causing permanent harm to each other or to those outside the boundaries. Once either combatant falls or leaves the boundaries, the duel is considered completed and this spell ends.
- Unseen Spy: By temporarily removing his personal mana from her presence, a mage using this spell becomes entirely undetectable by mystic means. Mundane detection methods are unaffected and using any magic whatsoever cancels this spell immediately, but until the spell is canceled no mystic sense can detect the mage.
- Celestial Fire: By igniting raw mana, the mage creates a ball of flame which burns a blinding white. If thrown at an opponent, it burns with a searing heat as it ignites some of the target's mana to fuel itself before burning out. This spell alone cannot kill an opponent, but it can certainly incapacitate through sheer pain alone. Additionally, Sleepers are completely immune to this spell, as they have no personal mana to burn.
- Create Artifact: The mage can use this spell to create a magical item. The item can only be imbued with mystic effects that the mage personally knows (i.e. it cannot teleport an individual unless the caster already knows that spell), but once the item is enchanted and give a trigger (such as a spoken phrase or being submerged in water) the item will continue being able to use that effect until the item is either dispelled or destroyed.
- Tap the Wells of Power By tapping into the founts of magic power scattered across the globe, the mage can temporarily access spells and abilities beyond her current skills and knowledge. These spells are contingent on the location activated and are more a factor of the location than the mage using them, as the mage merely becomes a lens through which the power is focused. Additionally, the mana of a place can be unpredictable and spells temporarily accessed are often unstable and chaotic. **Note: Always contact an admin before using this spell in a thread to learn its effects.**
- Marionette: The mage creates a potentially animate phantasm made of pure mana. It's form resembles an animal or any other nonhuman creature (though it can be humanoid). It is fully capable of animation, but only moves while the caster is concentrating on keeping it moving. Once the mage stops concentrating, the phantasm collapses, but does not dissipate immediately. Animate or not, the phantasm dissolves into nothingness after one hour
- Phantasmal Weapon: This spell creates a weapon made of pure mana out of thin air. These weapons are identical to their mundane counterparts beyond the fact that each wound is twice as painful as normal as the weapon burns up mana in addition to causing physical damage.
- Siphon Essence: The mage can draw mana and essence directly out any non-human creature (i.e. ghosts and spirits are fine, but mages and werewolves are not) or object. This destroys the target and in exchange the mage's magic is temporarily supercharged, doubling the effect of whatever spell she casts next.
- Create Hallow/Dead Zone: By either infusing or draining the magic from a given area, the mage can create a zone of enhanced magic. All magic cast within the area is either increased or decreased by a factor of two (i.e. Dead Zones have their effects halved and Hallows double the effectiveness of spells). This zone lasts for one hour per casting.
- Forge Tulpa: A Tulpa is a unique creature made entirely of mana. Fully sentient and taking the form of either the mage's greatest dream or nightmare, the Tulpa has its own agenda and its own methods of acting. The only constant is that the creature is predisposed to helping the mage that created it and is fully capable of using any magic its summoner is capable of using.
Rank 1 - Correspondence: This spell allows the mage to see the connections between things, people and places to ascertain their degree of sympathetic connection. By comparing two such things the mage can see if there exists some significant connection (such as a doll and a mage, the caster sees that the doll was a treasured toy during the mage's childhood) or not. This can connection can then be used to enhance other effects, negating the caster's need to be within sight range of a target so long as he holds an object with sympathetic connections identified by this spell.
- Finder: When casting this spell, the mage chooses a specific object as its target, which can be any physical object. Once cast, the mage knows the movements and location of the object so long as it remains in a 100 yard radius of the caster.
- Omnivision: This spell grants the caster visual perceptions that reach 360 degrees around the mage, effectively "growing eyes on the back of his head."
- Spatial Awareness: The mage activates mystic senses to detect spatial distortions and manipulations in his immediate surroundings. This typically applies to magical alterations to an area, but is not necessarily so. Rather, the caster can sense any disruptions to the natural spatial axes of the area; thus he can detect warped space, opening or closing points of a portal, or wards to prevent access to a place.
- Spatial Map: Statistics show that each individual involved in the average gunfight stands only a relatively small chance of being fatally wounded. Fear distorts spatial perceptions, just as it distorts perception of time, and influencing a shooters aim. This spell does not negate that fear, but it does grant a more accurate sense of where everyone and everything is once a fight breats out. This spell creates a mental "map" in the caster's head, informing him of changing topography and locations of individuals/objects in the vicinity and thus greatly increasing accuracy with weapons and tactics.
- Apportation: When "Scrying" the mage can reach through his scrying window to either add or remove an object from that other location. He is not yet capable of physically relocating himself to the location he is viewing, but he is granted the ability to "conjure" an item across any distance he has scryed across. Note that this spell can be cast without the visual requirement if the caster has previously established a Correspondence with the item.
- Follow Through: Though a mage cannot yet create portals, he can utilize the portals created by others, even if said portal was closed. Effectively, this spell allows the caster to reopen the portals of others, but since he lacks control of said portal, he can only use this spell to travel to the portal's original terminus.
- Scrying: Through use of a reflective surface, the mage can view a location remotely. All five senses can be used through these "perceptual windows," but without "Apportation" he can only touch an object and cannot pull it through the "window."
- Untouchable: The best policy for avoiding harm in a fight is to not be where attacks will land. This spell enables a mage to perform slight intuitive "tweaks" to the local fabric of space and slip away from hostile attention. The effect resembles something akin to the "Drunken Boxing" style of martial arts, where the mage keeps "getting lucky" as he seemingly stumbles out of the way of oncoming attacks.
- Ward: With so many spells to invade the privacy and steal objects across vast distances, a mage skilled in the Space sphere may acquire a healthy paranoia about others being able to do the same to him. Ward is a spell designed to alleviate those worries. This spell effectively renders a person, place, or thing immune to Space spells by "locking" an area to its current spatial parameters. This spell can only be overcome by an individual with a higher Space rating than the caster; thus, if the caster has Space 3, only those with Space 4 or 5 can overcome his Wards. Note that this spell uses your maximum current rating in Space to determine who can overcome it, thus if the spell is not recast after increasing your Space rating, it will use the old rating instead.
- Ban: The mage can now create a Ban to specifically restrict something from physically passing through a Ward. This spell requires at least a single point in the appropriate sphere to be activated properly (and may require higher levels for extreme examples of the type). Thus, a mage wishing to ban insects from entering his room must have at least a single point in Life and one wishing to prevent spirits from entering their sanctum must have a point in Spirit. However, a mage wishing to prevent nuclear radiation from entering an area would require Forces 3 instead. If you are unsure if a Ban requires a higher rank to be effective, please consult an admin.
- Multispatial Perception:This spell is identical to "Scrying," with one significant difference: the caster can now scry multiple locations simultaneously. This does not impart an ability to see more than one thing at a time, meaning the caster must still physically move his eyes from one "window" to another, but he can maintain multiple "windows" with no additional strain.
- Portal: By literally "tearing" a hole in space, the mage creates a spatial warp through which the caster (and anyone else who uses it before the "tear" heals itself) can travel. The mage steps into the Portal and "vanishes" from one place and instantly "appears" somewhere else, as determined when the spell is cast. Unless directly concentrating the portal to hold a portal open longer longer when casting, a portal only remains open for a short time (about 5 minutes) before sealing shut; if effort is put towards holding it open longer, it becomes increasingly difficult to maintain concentration and it cannot be held open longer than about 15 minutes.
- Ranged Blow: With this spell, all of the casters attacks temporarily (about 10 minutes) become ranged. Thus, swords and fists are as equally useful at range as a bow or gun. This spell cannot be used for blows to stretch beyond sensory range, but if one is using "Scrying" to see across great distances...
- Co-Location: The mage is now capable of existing in more than one place at a given time, thus allowing him to be physically in up to 5 locaions across the globe at a single time. Please note, however, that unless the mage has access to the Mind spell "Multi-Tasking" the other four versions of the caster are literal duplicates and will mimic the actions/speech of the one "real" version of the caster.
- Pocket Realm: By folding space in careful ways with this spell, the caster can create a pocket universe to which he can escape, store an object, or even banish an enemy. This realm is inaccessible to others beyond the caster, unless he specifically "attunes" them to his realm. This also means that those "banished" to the realm without being attuned are incapable of escaping without permission (or a higher rank in Space). Also note that without use of other Spheres, this universe is completely featureless and has nothing in it beyond what is brought in with the caster, including oxygen...
- Teleportation: This spell allows the mage to traverse space without moving and without the need of a portal. Through this spell, the mage simply appears where they mean to go, as if they had always been there.
- Hide Space: Through this spell, the caster can render a location impossible to find and completely unplottable. While the space delineated by this spell is still present in its current location, at least partially, it is just out of sync with the space around it as to be extremely difficult (impossible for mortals) to find unassisted. The eye passes over it, maps will not mark its location, roads "warp" around it, and it otherwise becomes impossible to locate without prior knowledge of the location.
- World's Collide: The caster can co-locate people and objects with one another and cause them to physically interact. When two or more objects, people included, are superimposed upon one another and allowed to interact, they are usually destroyed in a very messy fashion space and matter collapse into each other and collide. For example, grabbing an enemy and forcing them spatially into a steel wall and allowing them to collapse will result in a vaguely human shaped distortion of deformed (and very dead) matter within the wall.
- Coaxing the Spirits: The caster can whisper to a spirit sleeping within a material object and request its aid. The spirit does not truly awaken, but it does release a bit of power to aid the caster. Locks become easier to pick, a wooden statue becomes easier to carve, or a car seems to more intuitively move with the driver.
- Exorcist's Eye: This spell allows a mage to detect the presence or influence of a possessing spirit within a physical being. Additionally, it allows extremely basic information about what sort of entity is at work, such as what the spirit represents or where in the Spirit Worlds it is native to, but it does not convey exactly who the spirit is or how it can be expelled (that must come from the mage's own knowledge and or stronger spells).
- Second Sight: The mage can sense spirits in her vicinity and detect how strong the Wall between the worlds is in her area, and thus ascertain how difficult it will be to work her other spirit magics. Note that this spell does reveal ghosts as well, but they are hazy and indistinct without using Fate magics as well.
- Spirit Tongue: The mage can hear and speak with spirits as if they were conversing in her native tongue. This spell is essential for working with spirits, as without it she is incapable of understand and communicating with spirits unless the spirit itself is capable of speaking a language she understands. Note that this spell does not have any effect when conversing with ghosts.
- Ephemeral Shield: By wrapping herself in the ephemera of the spirit worlds, the caster shields herself against physical and ephemeral attacks simultaneously. By alternately causing the mage to fade into the spirit world and the physical world, this spell weakens the impact of attacks from the opposing source.
- Peer Through the Wall: Where the mage could earlier only sense the presence of spirits, she can now see into the Spirit World itself. This allows sight into only one of the three spirit worlds at a time (i.e. Astral Reaches, Spirit Wilds, or Underworld).
- Gossamer Touch: The spirit worlds are occupied by insubstantial and fleeting creatures which are normally impossible to interact with physically. With this spell however, spirits and ghosts can be interacted with as if they were solid. This road goes both ways, meaning that a mage can touch or attack spirits and in exchange they are capable of doing the same with the mage.
- Spirit Summons: This spell calls out to a spirit, either summoning a specific one or putting out a general call to the nearest one that meets the caster's criteria. The spirit comes to the caster as quickly as it is capable, though it cannot travel any further than 100 miles from its home territory. Once it arrives at the summoner's location, the spirit is not compelled to any action and is likely quite annoyed if it was not summoned using the proper and polite methods.
- Place of Power: Through careful ritual, the caster of this spell can either strengthen or weaken the Wall between worlds. Thus it can make it easier for mages or spirits to cross the Wall, or can make it impossible to all but the strongest of either.
- Soul Jar: This spell is identical to the Fate spell of the same name, except intended to work on natural spirits instead of ghosts.
- Command Spirit: The caster can force a spirit to perform a single simple command ("Attack that person!" "Flee!" "Leave this body!"). The spirit cannot resist the command and is compelled to not harm the caster, but is otherwise free to interpret vague commands. Note that this spell is used for exorcisms as often as it is used for other commands.
- Dissolve Spirit: This spell allows its caster to do direct damage to a spirit's essence, causing the spirit to slowly fade out of existence. This process is rarely permanent, as most spirits represent concepts to resilient too be removed from reality permanently. However, the spirit that reforms months later is not exactly the same as the one destroyed and may have different goals and/or abilities.
- Numinous Shield: With this spell, the mage becomes effectively immune to all spirit powers and spells, both cast by other mages or by spirits. This defense can only be overcome by particularly powerful spirits and magi which posses greater knowledge of the Spirit sphere than the caster.
-Spirit Road: This spell creates a portal (or "road) through the Wall and into the Spirit Worlds. This gateway allows the mage and anyone else who chooses to enter to access one of the Spirit Realms, though only one (Astral Reaches, Spirit Wilds, or Underworld) can be accessed from a given portal at a given time. Additionally, to open direct passage to the Astral and Underworld realms, the caster must have at least a single point in the Mind and Fate sphere respectively.
- Create Fetish: A Fetish is a unique type of Artifact, which has a spirit bound into the item. As the source of the object's power is external to the mage crafting it, the abilities of the item are not limited to those spells the creator already knows. However, the trade off for this potential and versatility of power is that the Fetish is sentient and capable of requiring odd requests to be filled or flat out refusing to work for some reason; unless the spirit is appeased, the fetish will not work.
- Essence Gift: The mage can convert Mana into Spiritual Essence and vice versa, allow her to "feed" her mana to a spirit or draw mystic power from a spirit. Generally, unless using this spell on a spirit which has granted permission, this spell is a quick way to make enemies in the spirit worlds.
- Spirit Guardian: This spell binds a spirit to a person, object, or location and sets the spirit to watch and protect its charge to the fullest extent of its abilities. Different spirits have different capabilities and are best suited to different tasks, but most spirits are willing to enter into such a pact as it provides them an anchor in the physical realms which they can use to their own benefit in addition to the benefit to their charge.
- Materialize Spirit: The mage uses this spell to allow/force a spirit to materialize in the physical realm. This grants the spirit a temporary body which mimics their natural spirit shape; thus the spirit of a dragon would become a physical dragon, and a spirit of a tree resembling a nymph of legend would gain a physical form of said nymph. This lasts for up to an hour per casting.
- Spirit Manse: This spell allow the mage to create a personalized sanctum directly out of the Ephemera of the Spirit World. This realm can be accessed from anywhere and is only accessible by its original creator and designated guests.
Rank 1 - Momentary Flux: This allows the caster to discern the "Butterfly Effect" of an event occurring before him. Thus, he can see the immediate (5 minutes or so) effects of what is happening before him and respond accordingly. For example, if a mage is being pursued by an enemy, he can cast this spell and determine if it would be a good idea to turn down a particular alleyway. The spell will not tell him what will happen, but it will give him a sense of beneficial or adverse effects.
- Perfect Timing: The mage is capable of knowing the exact moment for him to act for maximum effect. When throwing a punch, he knows the perfect time to swing to do the most damage to a mobile opponent. When attempting to time a blackout during an infiltration mission, the caster knows exactly when to throw the switch to safeguard his allies.
- Internal Clock This spell allows a mage to accurately assess all the temporal components occurring in him immediate vicinity, giving him the ability to always know the exact an proper time relative to his location.
- Temporal Eddies: The mage can sense whenever someone or something is altering the natural flow of time. This spell does not confer knowledge of the source of such a disturbance, but it does give a feeling of vague direction and magnitude of such changes.
- Temporal Wrinkles: When other entities reach into the past to change events in their favor, there are always faint traces on the fabric of time which the mage can perceive with this spell. Again, this does little to inform the mage of what exactly may have been changed, but it does alert him to the fact that something has been altered.
- Augury: The future is a slippery and difficult thing to perceive when mired in the realities of the present. However, through this spell the caster is given a vague idea of the direction of future events. By focusing on a specific person, place, or thing the mage can gain general answers to simple questions. "Will Bob get a job soon?" would be answerable through this spell, but "How much money will I win if I buy this lottery ticket?" would be too specific and would result in no answer through this spell.
- Glimpse the Future: When working on some other action, the caster of this spell is granted a glimpse into the most likely outcome of what he is doing. "Which face of this coin will come up when I flip it?" and "Will cutting this wire disarm the bomb?" are both examples of the sorts of immediate outcomes possible to see with this spell.
- Postcognition: Where the future is complicated and mired in possibility, from the perspective of the present the past is much more concrete. By casting this spell over an object or within a location, the mage is able to see into the past to glean details of what occured. Using this spell on a murder weapon to witness the crime, or casting this in the room where the user knows a secret deal was struck could allow her to witness the covert conversation.
- Shield of Chronos: By wrapping the flow of time around himself, the mage protects himself from detection from others using the Time sphere to monitor him. This makes all forms of precognition and postcognition concerning the caster impossible for twenty minutes in either direction of the spell being cast. This can only be overcome by someone with a higher sphere rating in Time than the caster.
- Temporal Dodge: The mage protects himself from harm by creating a small bubble of "warped" time, either speeding herself up or slowing others down as they approach her. These small manipulations of his immediate temporal surroundings protect him from harm by twisting the fabric of time and causing attacks to be disrupted. For example, bullets decelerate or he accelerates, thus allowing him to dodge out of the way before the bullet strikes.
- Acceleration: The mage accelerates his personal temporal motion, enabling him to move and act quicker than is normally possible. This effectively doubles the mage's speed and allows the mage to outrun bullets, catch a falling object hundreds of yards away, or other things which benefit from tremendous speed. Note that this does nothing to affect the mage's athletic ability (that would require Life), but rather speeds him up relative to the temporal speed of the world around him.
- Shifting Sands: The mage rewinds time by grabbing hold of the threads of time and pulling himself backwards by up to five minutes. This allows him to choose a different approach to a given situation, though from the perspective of those around him without the Time sphere things were always the way the mage's revised actions made things.
- Chronos' Curse: Through the use of this spell, a mage can cause an individual to "lag" within the flow of time. A the victim sees it, everything around him occurs at an accelerated rate and he can only struggle to keep up.
- Prophecy: The mage can gain prescriptive advice on how to alter the future, perhaps to make something come true or to avert an event he fears/knows will happen. This spell deals more with things might happen and how they can be mitigated or prevented. For example, the caster knows that their spouse is destined to die within a year. This spell would tell that said individual will die in a red sports car as it crashes into a ravine, thus allowing the mage to minimize the chance of this Fate coming true by selling their red car and asking the individual to avoid driving on mountain roads.
- Temporal Pocket: This spell enables a mage to withdraw into a personal temporal pocket, allowing him to take whatever actions he sees fit during the subjective time allotted. This could be used to take a two hour nap in the pocket while only five minutes pass in subjective time, or alternatively the mage can reduce waiting by ducking into a pocket of time where he experiences five minutes and six hours pass externally.
- Temporal Stutter: The mage causes people or things to stutter forward in time. This can only affect a living creature (and items directly on their person) and causing him to stagger forward in time. The jumps can only be short (five minutes or less) and there can be no more than three total jumps per casting, with about a minute of "real-time" between jumps. The subject disappears from reality in the intervening time, but care should be taken not to move into the space occupied by the target while they are gone, as it can result in rather ugly circumstances when the victim returns.
- Future Legacy: The mage shunts a person or object forward in time. While "Temporal Stutter" allows a handful of minor jumps across a narrow window of time, this spell can fling the target years or decades into the future. The exact effects of this spell are difficult to pinpoint, but the caster can decide a rough time frame with which to "fling" his target. A few years would result in 3-5 years, a few decades would result in 10-50 years, and more could result in a time jump of 50 or more years. The exact time frame within those ranges is impossible to determine when cast.
- Stop Time: The mage suspends time around the target (including himself if so desired). The target's subjective perception shows him as existing in one moment and then, instantly, in a later time. To onlookers, it appears as if the target is perfectly still, even in thin air. If the caster uses this spell on himself, however, it takes a slightly different form. Instead of instant jumping through time, the mage instead perceives everything as frozen and can move freely through the area for up to ten (subjective) minutes before time resumes its flow.
Please Note: Two lists follow. The first is only visible to those with the “ Aura Perception” spell (requiring Mind 1). The second is only visible to those with the “ Sense the Supernatural” spell (requiring Prime 1). Only those using both spells at once can see the appropriate information from both lists at once.
Afraid: Orange Aggressive: Purple Angry: Bright Red Bitter: Brown Calm: Light Blue Cautious: Lavender Compassionate: Pink Depressed: Gray Desirous/Lustful: Deep Red Distrustful: Light Green Envious: Dark Green Excited: Violet Generous: Rose Happy: Vermillion Hateful: Black Idealistic: Yellow Innocent: White Lovestruck: Bright Blue Obsessed: Bright Green Sad: Silver Spiritual: Gold Suspicious: Dark Blue Confused: Mottled, shifting colors Daydreaming: Sharp, flickering colors Frenzied: Rapidly rippling colors Psychotic: Hypnotic, swirling colors
Awakened: Myriad sparkles in aura Sleeper: Weak, muted aura Sleepwalker: Muted aura with faint glimmers within Lacking a soul: Empty void where the aura should be Under a Fate geas: Dark bands criss-crossing aura Vampire: Aura colors are pale Shapeshifter: Intensely vibrantaura Ghost: Splotchy, intermittent aura Fae: Brightly colored sparks at edge of aura Lich: Black veins in aura