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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