Pseudolias

Positively Magical Spell References

Feb 10th, 2012
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  1. Barrier:
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  3. Creates a dome-shaped, translucent white barrier of force around a “living” target. The barrier is made of force, and will attempt to push away any that come into contact with it, except for the caster and the target and those allowed to enter by the will of the caster or the target. The barrier is static in location and can be exited if the target so wishes. If the caster and the target have conflicting wills on who to allow in, it damages the barrier as long as they conflict. It can repel most projectiles with some effectiveness. Because of its shape, teleportation can be used to enter its area unimpeded. Duration is about 1 hour.
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  5. Cure:
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  7. Cures most minor ailments, such as headaches, sore throats, stomach-aches, flus, and a few other minor sicknesses. Can’t cure ailments that were magically engineered. Can cure some naturally inflicted things, such as rashes inflicted by poison ivy.
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  9. Flashlight:
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  11. Creates a brief burst of bright light, centered at the location of casting. Closing eyes during casting is recomended. (OOC note: If Readers’ Runes version, the timing to close one’s eyes is immediately after speaking the word.)
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  13. Heal:
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  15. Magically applies healing to wounds. Less effective for healing greater injuries, such as enormous gashes, body being split open, etc. Also less effective if the injuries to be healed aren’t visible during casting, such as if they are internal. Does not cure ailments such as headaches, sore throats, stomach-aches, etc.
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  17. Invigorate:
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  19. Sends magical energy from the caster to a target other than the caster, with the target receiving the energy in the form of vigor/energy/stamina. Generally, the spell's transfer will end when the target's level of "vigor" is twice that of what it immediately before the casting of the spell, or when the spell's transfer's continutation is deemed hazardous to a party. (Not the event kind of party, silly!) If the former is the reason for the spell's transfer ceasing, it can be prompted to resume. If the latter, it won't allow itself to be. Whether it can be resumed after other methods of ceasing is dependant on the situation. Note that this spell doesn't increase speed or physical offensive power. It just allows the target to be twice as "lively", ergo, such as by the target staying awake twice as long as they normally would before going to sleep, or enduring twice as many blows as they normally would. For this spell a low duration's is one hour, a medium/average duration is six hours, and a long duration is one whole day/twenty-four hours.
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  21. Lightform:
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  23. Temporarily turns the target into an image of themself that is somewhat lightbased, with their soul, conscious and existence connected and maintained by magic. While in this form, the user may walk through solid objects as though they weren't there, with the exception of mirrors and other reflective surfaces. Solid objects will pass through them. Most magic will still affect them. In the case of water, as long as the target can see their reflection in water, they will be able to move upon it as though it were solid ground, their steps not even causing ripples. Due to the nature of this spell, however, fast movement, as well as anti-magic, should be avoided, the former especially; Since the soul and conscious have no body to be tethered to, the spell's magic has to hold onto it until the spell is voluntarily ended, or ended by force when the spell's duration ends, or the magic runs out. Fast enough movement can cause the magic carrying the soul and/or conscious to be not be able to "keep up" or have its "tether" to the image of the target broken. This can result in the soul roaming free, with only a silhouette of the target's way of existing guiding its actions (Ex: Energetic target=Energetically moving soul.) since it's seperate from the conscious, which, along with the image of the target, will be immobile unless connected to the soul. Casting "magic" other than voluntarily ending the spell's duration is doable, for any of the three seperated from the other two or just one, but far more difficult; Most souls would likely only cast magic involuntarily and only if they had a good enough history of doing magic. The conscious would have to do so through force of will, and the image (Which is able to think because of a contingency of the spell for these sorts of things.) would have to manipulate itself to channel magic through its horn, if it were of a unicorn or alicorn or such, or some other physical part of itself. Anti-magic is to be avoided during this spell's duration because, despite the name and how the target and/or some aspects of the spell may behave, they aren't made entirely of light, but rather, magic, most of which is light-based, or imitating of it. As such, anti-magic often causes damage, annhilation, and/or -excruciating- pain (Regardless of presence of nerves, which the magic imitates anyway, for mostly unknown, but speculated upon purposes.) to the target's image. These effects are also inflicted upon the conscious and/or soul if they are connected to the target's image when the target is exposed to anti-magic. This spell has a duration, of, at most, one day, or rather, twenty-four hours, primarily due to its inherently self-endangering nature.
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  25. Mindpurify:
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  27. Alters the target's mind by temporarily negating anything in that mind not normal for/native to it. This spell needs to be more magically powerful than each thing or have its caster be more magically powerful than each source of an opposing thing, checking individually. Ergo, for the sake of example, if the spell or its caster were ranked in power as "4", and there were multiple opposing things or opposing sources with ranks of 3 and 2 (Or, say, 3 and 3 for multiple instances of one source, assuming no changes in power level between times acting as a source.) the spell would check against each opposing thing/source's power versus that of its own/its caster. Being higher results in the opposed thing being negated mostly or entirely, equal results in half-negation, and being lower results in little to no success in negating that thing and the spell not attempting to oppose that thing further during its duration/this lifespan of its. Level of negation and such at extremes varies depending on the differences in power; A "5" versus a "1" in the spell's favor will negate more/better than a "4" versus a "1" in the spell's favor. Similar/Identical logic applies to differences in power against the spell's favor. A target affected by Mindpurify, assuming most or all of the things were negated mostly or completely, will behave as though in their "default" state of mind for whatever situation they are in during the duration. Because of the "purifying" effect(s) at the beginning of the spell, most targets will experience a brief period of literal emotionless, since emotions will affect the mind and the spell begins by attempting to clear/purify the mind. Emotions usually return as quickly as seconds after the start of the spell's duration. For the rest of the duration, the spell attempts to maintain the state in put the target in, by rejecting, forcing out and generally attempting to negate anything that would affect the target's mind and isn't native to/normal for the target. This includes everything from hypnosis, natural and "engineered" insanity, telepathy, illusions the target is having forcefully subjected on them, mind-focusing effects, mind-clouding effects, and just generally everything except what is "natural" (That is, non-magical, non-psionic, etc.) for that mind and the Mindpurify spell itself. Note that it only opposes things attempting to affect the target's mind; Mindpurify will oppose an area imposing a specific, predefined manner of thought on the target, or an illusion being forced on the target's mind, for example, but it will do nothing against an illusion that exists externally (outside the target's mind.) as well as other things that could affect the target's mind in non-natural/native-to-that-mind ways, but are "external" from it. If Mindpurify is casted on a subject already under the effects of a Mindpurify spell, the new Mindpurify spell will "deem" the target unsuited for its effect and self-dismiss, regardless of their actual status, although some magic users have been known to try and force it to anyway, with varying levels of success. When the spell's duration ends (Low duration: 1 minute, medium/average duration: 1 day, long duration: 1 week.), any negation effects, attempted, incomplete, or complete, made by the spell, cease, meaning that any thing(s) that didn't cease upon being negated will likely return to the target's mind.
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  29. Restore:
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  31. Restores something to a better, but past version of itself that it had once existed as. Such as a broken toy to a nonbroken version of itself. Note that it can’t “un-update” things, such as changing a book from version 4.0 to 3.0, or undoing a reincarnation. More effective on nonliving objects, in that it will more accurately restore, and also more effective if there are beings, caster included, with a memory of the state the target is to be attempted to be restored to. Can undo lesser spells, or those cast by lesser magic users, if the spell is something that “takes away”, as this spell is purification based.
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  33. Ward:
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  35. Puts a target-shaped aura over a target that prevents negative non-attack things from making contact with or entering them. Examples include poisonous gasses, natural hazards such as thorns and spells meant to inflict ailments, cripple one, etc. As said, will not stop attacks, such as one attempting to hit the target unarmed or with a weapon. The aura is connected to the target, and appears as a faint white glow. Duration of 1 hour.
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