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Nov 17th, 2018
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  1. -Levitation spell (Djinn?)
  2. Drawn with fire. The more passion the user has, the more they can lift.
  3. -Healing spell (Angel?)
  4. Drawn with light. Gets more potent in a group of three
  5. -Mind control spell (Unknown Sprite)
  6. A very powerful spell that would take even someone like Tabitha a couple of years?
  7.  
  8. Own knots/contracts (can't be too powerful, true power is reserved for sprites and knowing their names):
  9. -Nondestructive Pain (Latae; Fire)
  10. Inflicts searing pain onto the victim, to break concentration, defenses, and the like, high pain threshold resists it, unless the victim is also wounded in the same turn
  11. (this would actually give someone with high pain tolerance a shock malus)
  12. -Ease Pain (Possibly Latae? Light)
  13. Basically a painkiller, healing accelerates natural healing, but Ease Pain could possibly be used to deal with pain during healing.
  14.  
  15. -Deflect Missiles (Djinn; Fire)
  16. A shield that deflects away "slow" travelling projectiles of all kinds, doesn't work against things like bullets unless the user is capable of pulling off such a feat
  17. Can only work in one direction, ironically, the light of the knot would make the user an easier target in the dark and might even obscure their vision, but it's better than an arrow to the eye.
  18. -Uncontrolled Blink (Djinn; Light)
  19. Five yard area, space must be open enough to fit the user inside. Intent is to land on a surface by default, but perhaps could also translocate the user into the air (could be a failure state, or willed)
  20. Casting this on someone else is incredibly difficult. Light spell because the user must have an understanding about the terrain, or their own person, etc .
  21.  
  22. -Cleanse Water (Unknown Sprite/Djinn; Fire)
  23. Makes brackish water potable, requires more passion to work on nastier water, like sewage. Passion to separate the substances and speed of separation. Can't be used to manipulate living beings internal water.
  24. The user must find a way to extract the separated water from the container. Dirt will be on the bottom, oils on the top, toxins, etc, well,
  25. Although the sprite governing this might be able to pull that off.
  26. -Halt Decay (Unknown Sprite/Angel; Light)
  27. Use the understanding of truth about something to keep it from rotting.
  28. A single person maintaining this spell is almos always unfeasible or pointless for something long term, but a staggered "watch" of multiple casters could be used to keep a corpse fresh etc
  29. Single people usage is maybe to keep things like picked mushrooms or caught fish fresh. Or a severed limb.
  30.  
  31. -Drowsy (fire)
  32. Basically anti-coffee, messes with neurotransmitters in a somewhat malicious but not very malicious way, rolls against health can make the victim ignore this
  33. -Confusion (fire)
  34. jangles the nerves, so to speak, of the victim (vertigo, inner ear nudging, seeing stars, low blood sugar like effects ,things like that, depending on passion)
  35.  
  36. -throw sound (light)
  37. throw your voice and other sounds over a distance
  38.  
  39. -rock spikes (fire)
  40. requires actual rock, it cannot create stone from nothing (probably too specific)
  41.  
  42.  
  43. -mimic item (light)
  44. Creates a simulacrum of an item, even if the caster knows the contract/knot and invokes it, a lack of understanding of the subject will produce crude approximations
  45. -mimic sound (light)
  46. what it says on the tin
  47. -plant growth (fire)
  48. different from fertility, this makes plants more effective at grabbing nutrients from the air and soil, if this is kept up for too long without a chance to replenish, the soil gets drained
  49.  
  50.  
  51. -darkness (light)
  52. anti light
  53.  
  54. -itch (fire)
  55. an incredibly distracting and grating itch, if its underneath armor, the victim will have to somehow get under it to scratch it
  56.  
  57. -heighten touch (light)
  58. could be cranked up to be uncomfortably sensitive, imagine getting caned on the feet with double the sensitivity, ouch!
  59.  
  60. -hasten creature (fire)
  61. usually used on mounts.
  62. it's a close contact knot that must be maintained by keeping the mount touched, it will improve the basic move of the mount by 1.
  63. technically this could be applied to non mounts but if the user ends up being slower than the target and contact breaks then, yeah, pointless.
  64. if the target is slower though, then this would be useful.
  65. -fertility (light; applies to all kinds, including crops)
  66. magically improves to odds of a conception, "midwives" with the knowledge of this knot might be well sought after, but due to the extremely private procedures involved
  67. in the fertilization of non plants, there might not be many occurences of that, its best to just handwave this spell and use it for niche flavor only.
  68. -cure (light)
  69. it doesn't heal destroyed/denatured tissue, but it will either neutralize poisons and the like, or slow them somewhat.
  70. -stabilize projectiles (fire)
  71. cast this on the end of a rifle or the tip of a bow and there will be no wobble or tumbling, treat this spell with common sense for game mechanics.
  72. Basically, the strongest "vector" of velocity gets preserved and opposing vectors get smoothed out. It keeps a rifle bullet twisting while flying forward, it doesn't cancel the
  73. spin in this case, but any up or down tumble.
  74.  
  75. -endure elements (fire)
  76. temperature resistance
  77.  
  78. -detect shapeshifting (light)
  79. a magical lens that shows the true form of a potential shapeshifter
  80. -detect mechanical fault (light)
  81. it can only do so much for a layman, even they have to form at least a general idea about the proper function of the device to make this spell work
  82. someone with a deep understanding of the device might gain insight into fine flaws, like hairline tears and other things.
  83.  
  84. -invigorate (fire)
  85. Recovers stamina by boosting the bodies capabilities of metabolizing energy
  86. in other words, this wouldn't be able to conjure energy from nothing, the air must have oxygen, the body must have fat/sugar storages
  87. in a twisted way, this could actually weaken someone by burning their energy reserves, but that is incredibly unfeasible due to the magical effects being obvious and the effect being
  88. merely an accelerant, plus the victim would feel pretty good and capable during this malicious act. It would be faster to just brain the victim with a brick.
  89.  
  90. -Telecast sense (light)
  91. Hear, smell, taste, feel something from a distance. The caster cannot actually reach for the target, but the contract projects an orb of energy that has the sound, smell, texture , taste of the target.
  92. Treat this with common sense. Crafty players might "telecast this spike over there" in the middle of a doorway, on eye height in the hopes of impaling someone who comes through.
  93. Rewarding this feels good to the players, but if it's too ridiculous, step in. It might work by surprise on an oaf, but since the spell is tied to the understanding of truth, a quick witted adept might
  94. recognize it as the illusion it is and won't be harmed by it.
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