Spell list


Subject: Spell list
From: Juha Jantunen (talgor@iki.fi)
Date: Mon Sep 06 1999 - 00:17:57 EEST


Well, here are a few spells I've thought up/stolen/blatantly stolen... ;)
The words in ()s mean that there are probably several possible
variations of what is essentially the same spell.

I don't know which of these would be classified in the "general spells"
that might be known to anybody and which not, but...

Drowsiness: this spell makes the target more tired, less alert, and may
   even cause it to fall asleep. (Slows movement as well? Depends on how
   speed and tiredness is coded...)
Heal Wound: the spell allows the healing of any wound, but not limbs
   that have been severed.
Regenerate Limb: allows the re-attachment of severed limbs, possibly even
   the growth of a new limb. This, however, is a time-consuming process
   and will take weeks, months, maybe even years.
Cure Sickness: removes any ailments from the target caused by chemical
   substances in the body.
Cure Disease: removes any ailments from the target caused by viral,
   bacterial or other "organic" infection, etc.
 ---> these two could be replaced, or complemented by the spell
Purify Blood: cleans the target's bloodstream of all "alien" substances
   and biologicals.
Predict Weather: allows the caster to make accurate predictions of the
   local weather conditions.
Change Weather: allows the caster to actually change the weather in the
   area. However, the change can never be drastic. So it would be possible
   to draw rain from clouds, but never rain from a clear sky in the
   desert.
Tailor Clothes: this spell changes the attire of the target. Regardless of
   the original attire, be it rags or finest silk, the attire transforms
   into whatever desired by the caster. (limited by options in the code,
   obviously)
Glow: this spell causes a visible glow to emenate from its target. It can
   be used as a weak light (about equivalent to a candle flame) and if
   cast on beings, distracts opponents, making the target harder to hit.
Repair: allows the caster to repair damaged objects. However, knowledge of
   the item being repaired is required. That means that a magician
   completely ignorant of the construction of armour cannot use this spell
   to repair the protection of his bodyguard. A magician who formerly
   apprenticed to a blacksmith could, however, repair swords and such with
   this spell.
Blend: hides the target from eyes by making it appear a part of the
   surrounding terrain. (A tree if in forest, a mound of grass in plains,
   perhaps a barrel in a city.)
Mask: changes the appearance of the caster to resemble someone else, with
   some limitations. (What exactly those limitations are I leave to others
   to decide. If could be restricted to members of the same race, to
   people who the caster has seen, etc.)0
Illusion: causes an illusionary object or creature to appear and be
   controlled by the magician. The illusion has no substance, and makes no
   sound.
Hands of Mind: makes the caster able to manipulate objects without
   actually touching them. (this might also be used in combat to punch or
   hold weapons, although obviously with penalties)
Eye of Mind: allows the caster to survey the land from a free-moving
   point-of-view. (this possibly has limits to range and/or clarity)
Mindstrike: a spell which strikes at the mind of the target, and can
   cause various brain disorders, including but not limited to
   unconsciousness, disorientation, blindness and loss of memory.
Life Sense: alows the caster to sense the proximity and distance of the
   nearest non-microscopic life-form, and possibly also gives him some
   information about it (is it fly-sized or elephant-sized and so on).
Warning Sense: makes the magician able to sense hostile intent around him.
   However, it need not neccesarily be directed towards the magician
   himself. (this could be implemented by flagging people with swords out
   or something as hostile)
Darksight: enables the magician to see even in complete darkness.
Translation: with this spell the magician can understand texts written in
   any language and any alphabet as legible text.
Ward: this spell creates a protective field around a single, immobile
   object. The field is spherical in shape, 1,5 m in diameter and its
   center ALWAYS lies at ground level, where the object must be placed. If
   the object is moved by any significant amount (more than 5 cm or so),
   the ward dissolves.
Waterwalking: this spell makes the magician able to walk on CALM water as
   if it were rock-solid.
Deep Breathing: casting this spell makes the target creature able to hold
   its breath for much longer periods of time than usually possible.
Poison (poison): this spell can be used to magically inject a chemical
   substance in the target's bloodstream.
Infect (disease): this spell can be used to magically infect the target
   with a specific disease or ailment.
Shade: the spell creates a flat circle, about 2 m in radius, above the
   head of the caster. The circle is opaque, and always positions itself
   so that the caster is protected from sunlight.
Infuse: this spell must be cast to some non-living object (the definition
   of non-living might be "anything mineral or metal") which is then
   infused with a great amount of heat. The heat dissipates normally.
Levitate: this spell allows the magician to float in the air, moving
   around at walking speed, freely in all three dimensions.
Fly: this spell makes the target able to fly at great speed for a short
   while.


Elemental spells:
These spells are practically the variations of the same spell, but using a
different element/effect.

(Element) Bolt: a basic elemental attack spell.
(Element) Ball: a basic elemental, area-effect attack spell.
Sense (element): allows the caster to feel the proximity and direction of
  any large (?) amount of the element present nearby.
Draw (element): allows the caster to draw some amount (to be decided) of
  the element in question towards himself. (useful with Sense (element)
  for things like finding and obtaining water in deserts, also other uses)
Deflect (substance/element): the spell protects the caster from one
   element or substance. (can be used with Draw (element) for things like
   lightning strikes nearby, etc.)


There's some for starters... Comments, please. Which are impossible to
implement, which difficult, and, most importantly, which need to be
changed/clarified?


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Juha Jantunen           | ========================== Talgor - Janus - Shifter
Keisarinmajantie 4 H 2  | ===== Minna baka. =============== Shadowrun - Magic
48230 Kotka             | ====================== Life - Universe - Everything
Finland                 | ======== Anime - Manga - Babylon 5 - Trek - Sandman
talgor@iki.fi           | Jean-Michel Jarre - Bob Marley - Christopher Franke
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