Magic: Common Spells
Magic: Common Spells

There are a number of spells that are repeated in various forms in the Spheres, but have common features across them all.


Cantrips

  • Detect Sphere
    This allows the caster to detect the presence of active magic nearby of the caster's own Sphere (even if the caster specializes in a sub-Sphere). This only reveals magical activity, and the fact that it is of the same Sphere as that of the caster. It doesn't necessarily reveal anything specific about the nature of the magic, except possibly a general hint of its power level. This may be redundant with the inherent abilities the caster has by means of high Magic Potential, but it can still be useful in determining whether the spell is of the caster's own Sphere.
  • Mage Light
    Just about every Sphere has a variant on a basic spell to create illumination from a magical source that follows the caster around. The exact "special effect" varies from Sphere to Sphere, and also with sub-Sphere specialties. For instance, Fire would yield a small flickering flame. Light would yield a glowing orb. Spirit would yield a faintly glowing wisp. Air would yield a tiny "St. Elmo's Fire" effect. Water would conjure up what resembles a shining snowflake or an ethereal blob of "water". The only known exception would be Shadow, which can only subtract from light, not produce it.

  • Minor Spells

  • Dispel Sphere
    This gives a chance of dispelling any active magic of the caster's own Sphere. It is generally automatically successful against cantrips, and has a chance of succeeding against minor spells, with a slim chance of dispelling simple rituals. (All things equal, it's roughly a 50% chance of dispelling a minor spell, and a 25% chance of dispelling a ritual.) The chances may be reduced if the original caster is more powerful than the dispeller, and/or if the original caster is present at the time of the attempted dispel.
  • Resist Sphere
    The caster is able to resist magical effects of the caster's given Sphere. (Some Spheres may have spells that replicate this effect more powerfully, applying to natural elements as well, or having other useful side effects.)
  • Rituals

  • Greater Dispel Sphere
    This is a more powerful version of Dispel Sphere, though still only capable of affecting magic of the caster's own Sphere. It will automatically dispel cantrips, has a roughly 75% chance (sometimes more) of dispelling minor spells, and a roughly 50% chance of dispelling simple rituals. These chances can be impacted by several factors, such as the relative power of the dispeller(s) compared to the original caster(s), and how much time and effort is put into the attempt to dispel.
  • Repel Sphere
    The caster sets up a magical area of protection that can protect the caster and others close by, making an area of effect approximately 10' in radius. (Exact size may vary depending on power of caster, etc.) The protection is strongest if centered on a magic circle and set on a stationary area. If it is mobile (centered on the caster), then it only imparts Resistance to those in the area of effect.

    Roughly, this will repel spells of the caster's Sphere, and will have varying effects on non-magical attacks using elements of the caster's Sphere. For example, a Fire Mage's Repel ritual may hold off a brush fire, and it might even have some effect against a dragon's breath or a fireball spell. An Earth Mage's spell may repel a sandstorm, or deflect stones in an avalanche, or deflect wooden arrows, but it's pushing it to suggest that it will grant everyone in the area of effect immunity from metal weapons. It tends to be more effective against hazards of nature and obviously magical attacks, rather than weapons (natural or otherwise) in the hands of sapient beings.

  • Ward Sphere
    This can be used to set up an area of effect that will ward off elementals (artificial entities formed of magic) of the caster's particular Sphere. It can take roughly an hour to ward an area up to the size of a large room in a house, longer than that for larger areas. (Warding off an entire building would typically require the help of multiple mages.) This only affects elementals of this caster's Sphere, not those of other Spheres. It does not necessarily guarantee safety from elementals. For instance, an Earth Elemental may not be able to enter the area of effect, but it could still chuck a boulder at the mage, from outside of the ward circle. It does, however, protect against purely magical attacks from the elemental being targeted on the area of effect.

    While the strength of the ward is enhanced if the mage is constantly reinforcing it, it does not require the mage to sit and keep chanting in order to maintain it in most cases.


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