[/li]
[li]
Comprehend Language: Once cast, the magician is able to understand the literal meaning of any spoken language that they hear. They also understand any written language that they see, but they must be touching the surface on which the words are written. This spell lasts for 10 minutes before fading.[/li]
[li]
Arcane Lock: The magician touches a closed door, window, gate, chest, or other entryway, and it becomes locked for up to an hour. You and the beings you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken, or the spell is dispelled or suppressed.[/li]
[li]
Dream Walk: The magician can cast this spell on themselves or another willing party to go into a trance-like state which lets them enter the dreams of someone they know that is asleep. Once in the dream, the person may talk to the dreaming individual as a messenger to communicate with them. They can take shape of whatever they like in the dream, but cannot do any physical damage. This also works on someone who is unconscious.[/li]
[li]
Legend Lore: The magician must be touching an object of significance to the legend or lore. Once cast, it will fill the magician with visions behind the lore they wish to know. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.[/li]
[li]
Modify Memory: Once cast, the magician can modify the memory of one being close to them in the following ways:[/li]
- If cast with just eye contact, they can delete or reshape the last five minutes of memory for the being they share eye contact with.
[li]
Secret Whispers: After saying the command word, the magician points their finger toward a being within eyesight and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only the magician can hear.
(Requires Command Word: Secretum)[/li]
[li]
Shatter: The magician can cast this spell on one target causing a painfully intense loud noise to echo in the target’s mind. When used on being with normal hearing, it will cause them to wince from the sound and perhaps flee. If used on a being with supernatural hearing, it will force them to the ground from the pain. Concentration must be maintained to keep the spell active, otherwise it will break.
(Requires Command Word: Ipsonsant)[/li]
[li]
Cure Wounds: Requires physical contact to work correctly. Once cast over someone who has been physically wounded, it will work to close wounds and lacerations on the person’s body. It cannot heal internal injuries, but this spell is able to stabilize the injured to prevent death until better medical care arrives. (
Requires Command Word: Mendium)[/li]
[li]
Protection Ward: When cast, this spell creates an invisible shield barrier to shield one person it is directed around. It can only defend from one side at a time with the durability of 1 ton. This ward protects against physical attacks, elements and objects. It will only stay up for 10 seconds before needing to be recast.(
Requires Command Word: Proctre)[/li]
[li]
Mind Palace: When cast, this spell allows the caster to see the memories of the person it was casted on similar to a POV movie. If the target is aware of the spell being cast on them, they can resist the spell making it less effective. Should the target do this, the caster would only be able to see the last 30 minutes of memory. (
Requires Command Word: Animo Visum)[/li]
[li]
Halting Charm: When cast, this spell will freeze any non-organic object in place regardless the speed or weight behind it. This can be maintained as long as focus is on the object. As soon as focus is broken, it will resume its intended path. (
Requires Command Word: Subsisto)[/li]
[li]
Water Walk: When cast, this spell allows the caster and up to two other beings walk over any liquid substance as if it were solid. This spell wears off after 10 minutes.[/li]
[li]
Feather Foot: When cast, this spell makes an object or human (less than 300lbs) as light as a feather. If cast while the object or human is falling, it will have them fall as slow as a feather. Concentration must be kept on the object or person the spell is being cast on. If it is broken, the original weight will be returned.[/li]
[/ul][/li][/ul][/quote][/li]
- The magician can use this with basic hand motions to change a couple characteristics of their appearance without changing overall body structure. Examples include changing eye color, or hair color.
- The magician may also use this with the Command Word: Vistere to perform more powerful version which changes the users body structure to look like an entirely different person. (Cannot mimic someone else’s appearance with this version.)
- If coupled with the Command Word as well as a piece of DNA from another living humanoid being, the magician may adopt an illusory appearance of the being whose DNA was used in the spell.
[li]
Fire Ball: The magician creates a fireball in the palm of their hand which they can throw to cause fire damage on whatever it hits. When the fireball connects with something, it explodes outwards in a tuft of fire.
(Requires Command Word: Ignis)[/li]
[li]
Comprehend Language: Once cast, the magician is able to understand the literal meaning of any spoken language that they hear. They also understand any written language that they see, but they must be touching the surface on which the words are written. This spell lasts for 10 minutes before fading.[/li]
[li]
Silent Image: The magician creates the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for 10 minutes before fading. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.[/li]
[li]
Arcane Lock: The magician touches a closed door, window, gate, chest, or other entryway, and it becomes locked for up to an hour. You and the beings you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken, or the spell is dispelled or suppressed.[/li]
[li]
Mirror Image: The magician must first have eye contact with another being to perform this spell. Once cast, the being will be forced to copy every movement the magician makes until eye contact is broken or concentration is lost.
(Requires Command Word: Exemplum)[/li]
[li]
Stone Skin: This spell turns the flesh of a willing creature the magician touches as hard as stone (1 ton durability). Until the spell ends, the target has resistance to non-magical bludgeoning, piercing, and slashing damage. The spell has a duration of 10 minutes.[/li]
[li]
Animate Objects: Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium (3-5 feet) targets count as two objects, Large (6-9 feet) targets count as four objects, Huge (10-12 feet) targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until the object is destroyed. The spell has a duration of 10 minutes.
(Requires Command Word: Animantibus)[/li]
[li]
Dream Walk: The magician can cast this spell on themselves or another willing party to go into a trance-like state which lets them enter the dreams of someone they know that is asleep. Once in the dream, the person may talk to the dreaming individual as a messenger to communicate with them. They can take shape of whatever they like in the dream, but cannot do any physical damage. This also works on someone who is unconscious.[/li]
[li]
Legend Lore: The magician must be touching an object of significance to the legend or lore. Once cast, it will fill the magician with visions behind the lore they wish to know. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.[/li]
[li]
Modify Memory: Once cast, the magician can modify the memory of one being close to them in the following ways:[/li]
- If cast with just eye contact, they can delete or reshape the last five minutes of memory for the being they share eye contact with.
- If cast with the magician’s hand on the being’s head, they can delete or reshape the last hour of memory for the being they share this physical touch with.
[li]
Secret Whispers: After saying the command word, the magician points their finger toward a being within eyesight and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only the magician can hear.
(Requires Command Word: Secretum)[/li]
[li]
Shatter: The magician can cast this spell on one target causing a painfully intense loud noise to echo in the target’s mind. When used on being with normal hearing, it will cause them to wince from the sound and perhaps flee. If used on a being with supernatural hearing, it will force them to the ground from the pain. Concentration must be maintained to keep the spell active, otherwise it will break.
(Requires Command Word: Ipsonsant)[/li]
[li]
Cure Wounds: Requires physical contact to work correctly. Once cast over someone who has been physically wounded, it will work to close wounds and lacerations on the person’s body. It cannot heal internal injuries, but this spell is able to stabilize the injured to prevent death until better medical care arrives. (
Requires Command Word: Mendium)[/li]
[li]
Protection Ward: When cast, this spell creates an invisible shield barrier to shield one person it is directed around. It can only defend from one side at a time. This ward protects against physical attacks, elements and objects. It will only stay up for 10 seconds before needing to be recast. (
Requires Command Word: Proctre)[/li]
[li]
Mind Palace: When cast, this spell allows the caster to see the memories of the person it was casted on similar to a POV movie. If the target is aware of the spell being cast on them, they can resist the spell making it less effective. Should the target do this, the caster would only be able to see the last 30 minutes of memory. (
Requires Command Word: Animo Visum)[/li]
[li]
Halting Charm: When cast, this spell will freeze any non-organic object in place regardless the speed or weight behind it. This can be maintained as long as focus is on the object. As soon as focus is broken, it will resume its intended path. (
Requires Command Word: Subsisto)[/li]
[li]
Water Walk: When cast, this spell allows the caster and up to two other beings walk over any liquid substance as if it were solid. This spell wears off after 10 minutes.[/li]
[li]
Mirror Realm: When cast, this spell pulls both the caster and the target into a mirror version of their reality where nothing can be damaged or impacted by their actions except themselves. This spell will end if the caster is incapacitated, the caster dispells it, or 15 minutes pass. (
Requires Command Word: Speculum Imaginem)[/li]
[li]
Feather Foot: When cast, this spell makes an object or human (less than 300lbs) as light as a feather. If cast while the object or human is falling, it will have them fall as slow as a feather. Concentration must be kept on the object or person the spell is being cast on. If it is broken, the original weight will be returned.[/li]
[li]
Summon Object: Upon doing the proper hand motions and command word, the Magician must think of an object that exists within a 10 mile radius that they have touched previously. After being cast, the object will be summoned to them through the air from its original location. (
Requires Command Word: Vocat)[/li]
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