Magic: Sphere of Light
Magic: Sphere of Light
This magic deals with enhanced senses and information gathering. Light
Mages, also known as Scryers,
tend to be solitary, often developing hermitary lifestyles, but are called
upon for knowledge of all kinds. They are granted great respect for their
vast knowledge.
Cantrips
Illuminate
This spell conjures up a small glowing pinpoint that follows the mage
around, and can be maintained with occasional chants to "recharge" the
effect. This serves as a light source, illuminating the surrounding area
with about the same effect as a lantern.
Locate
The caster is able to find an item within about 100', given something
with a strong link to that item or person, such as shed fur. If the item
in question is a personal possession of the caster, the caster serves
as the "strong link".
A variation of this cantrip is known as "Dowse". A specific item is not
sought out (hence no need for a "link" to it), but instead only a general
substance or material -- such as water. The larger the substance being
sought, the easier it is to find. (e.g., it's hard to pick out flecks of
gold in a mineral vein, compared to a large amount of underground water.)
Minor Spells
Alert
The caster can use this spell before going to sleep, in order that he
may have the general effects of "light sleep", waking up quickly if
disturbed. However, any time the caster wakes up, this spell will need
to be replenished before going back to sleep again, so its utility is
limited if the caster is awakened several times during the night.
Dispel
This spell can be used to dispel a number of effects, but it is not a
"true" dispel -- It can't be used to dispel just any sort of magic.
In particular, it may be used to Dispel active obscuring or obfuscating
Shadow magic, illusions or compulsions of Illusion or Mind magic, and
similar effects of Dream magic. The effect is not guaranteed or instant.
Success depends on a number of factors:
How much the caster knows about the spell, its effect, and its caster.
Whether this spell was fired off as a general "held" spell, or whether
it was specifically cast to deal with this particular effect.
The relative strength of the spell being fought against.
The relative powers of the mages involved, and willpowers or
resistance of anyone affected by the illusion, etc.
Whether the opposing mage is actually present, or whether this
illusion or other power is just a lingering effect.
Enhance Sense
This enhances a particular sense of the caster or a single willing
recipient in a way defined at the point of activation of the spell.
(In other words, this spell can be "held",
and the exact sense to be enhanced determined upon finishing the spell.)
Standard uses would be to allow the recipient to see in darkness, to see clearly
over a distance (such as using a spyscope), to allow the caster to see
especially small objects in fine detail, to enhance the sense of hearing,
smell or touch, or even to enhance the recipient's ability to sense the use
of magic in the area. It does not give the recipient a sense he does
not already have -- such as sight, if blind. This can also be used to
counteract magical obscuration or obfuscation caused by certain spells of
the Sphere of Shadow. This effect lasts roughly 15 minutes in the
"average" casting, though this duration can be extended by spending longer
in the casting, or by maintaining it through "recharging" it with a chant
now and then.
Flash
This creates a bright flash that can temporarily blind any onlookers
for a few seconds.
Lantern
This spell creates a glowing orb that provides a source of light
equivalent to a lantern, and can last for an extended duration (hours)
with only occasional "recharging" from the caster. It can also be
immediately dispelled by the caster as desired.
True Sight
This spell allows the caster to see through an illusion, even if generated
by a ritual. It also allows the caster to see through obfuscations and
obscuring effects caused by Shadow Magic. This is not absolute, as a
sufficiently powerful mage might make an illusion or obstacle strong enough
to put up some resistance, but this is the exception rather than the rule.
Rituals
Alarm
This spell sets a magical dweomer on an area, such that if certain
conditions are met, the caster will receive a "signal" from the spell. This
acts as a magical "trip wire" of sorts, and the conditions to set off the
trip wire must be defined in simple terms by the caster. Sample effects
are along the lines of "If any living creature enters this area, warn me." More skilled
casters can "fine tune" such definitions so that the spell will still be
set off if an undead creature passes through the area, but not if
a branch happens to break off a tree and fall to the ground in the given
spot, and possibly to filter out the occasional fly that might set off the
efect. The duration of the effect varies greatly. This spell by itself
can create a "trip wire" that could last for about a day or so. This
duration can be extended by setting up physical "material focii" in the
area, but this increases the chances of someone detecting the magical
trap. Those sensitive to magic will detect "active" magic in this area.
Farseeing
This moderately difficult ritual can be used to "scry" over long
distances. The nature of the information gained in this way varies, and
this spell often requires various "tools" to enhance the clarify of the
information received (such as a crystal ball to see images in). There
are various ways to interfere with scrying, and even Minor Spells of
the Sphere of Illusion or Shadow are typically capable of thwarting
spying attempts via use of this spell. Persons with magical resistance
are harder to spy using this spell, while observing the actions of
a willing participant afar is a considerably easier act.
Identify
This fairly simple ritual can be used to determine the nature of an
enchantment upon an object or creature, and can also determine something
of the history of an item so scrutinized.
Prophesy
This is a complex ritual, typically requiring several hours, possibly
even longer, depending upon the clarity desired in the future vision, and
the distance into the future one wishes to see. Prophesies gained in
this manner may at times be cloudy and unclear, or may even come in the
form of riddles rather than actual visual experiences. Furthermore, any
future seen is a possible future, based upon current trends. Also,
wards that prevent scrying (such as having a Shadow Mage or Illusionist
put up a screen against magical spying) also frustrate attempts to tell the
future about a particular person, place or topic. Prophesies gained
in this way are not binding. The "fates" can be thwarted,
and more often than not, the telling of a prophesy sets in course events
that make sure that it doesn't actually come true.
Tongues
This spell gives the caster temporary and limited understanding of
another language, for approximately an hour or so. Since this understanding
is given by magic, the caster doesn't really "learn" the language, and this
effect will fade. It is best for the caster to write down anything
translated, lest that memory fade as well when the spell wears off. Such
attempts at translation are imperfect, as attempts to translate euphemisms
and figures of speech will tend to be literalized, and simple mistakes
may be made. The closer the target language is to a language the caster
already knows, the better the chance of success. The more alien the language,
or the fewer persons the caster is in contact with who know it, the more
likely it is that the results will be erroneous, or that there will be no
translation at all.
This tends to not work for decrypting codes, and doesn't lend itself well
to deciphering written language as it does with spoken (or
signed or hammered or sung or whatever) language.
If the "language" is in fact a code, the will of the persons wishing to keep
the code secret is sufficient to
interfere with the working of this spell. Also, if this spell is used
to try to understand some people who are intentionally talking in
a language unknown to the caster, for the purpose of hiding information, it
will be similarly resisted.
Window
This spell creates a temporary magical "window" in a solid object,
making it possible to look through it. Variations on this can be used to
make it possible to hear through an insulated wall, to pick up scent,
etc., determined at the time of release of the spell. The depth of this
"window" is roughly equivalent to the thickness of a wall of a building.
It is possible to thwart spying via this spell by various means -- such as
making walls of sufficient thickness, or lining them with thistlebark or
silver or other materials known to interfere with certain types of magic
(including this type). This "window" cannot allow one to see through
or inside living things.
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