Spell Book Two-Travel and Communication

Welcome to Book Two in my new spell book series. These spell books are examples of those a player can choose when making a new character. Choosing one of these spell books during character creation automatically assigns recommended magic components that the character has available. Spells using these components appear in the character’s spell book.

New spell casting characters made by new players will generally come in two types: clerics with 4 components of each sort and default magic-users with 6 components of each sort. I will divide spell book spells into two groups: those usable by both types of casters and those usable by magic-users only. These limitations are first level limits and either class will learn more components and be able to use more spells with more levels.

First Four Component Spells

Arms: Oh, Ros, Ros (Advanced), Dain

Fingers: Wind (Full), Wind (Half), Order(Full), Chaos (Full)

Words: grai (animal), wu (empower self), ba (empower other), on (x2)

HasteHaste-Increases the target’s speed by 26 feet per second for 12 turns. The self-haste and haste other formulations are slightly different, but it’s just a single word change. It costs 204 SP, so lower level casters may need to cut out a lot of the power and charges for reduced duration or lower speed or both. The full formulation takes over 10 seconds to cast.

FeatherFallFeather Fall-A quick spell for dropping safely off of cliffs and stuff. The formulation is fast to cast (5 seconds) but only lasts 6 rounds without bonus DoP. Since it reduces terminal velocity to 10 feet per second, it only works for falls 100 feet or less high. For very high falls, you might get away with casting as you fall and then letting it slow you down. It costs 92 SP: too expensive for a level 1 cleric with minimal attributes, but just the capacity of a level 1 magic-user with minimal attributes.

FlightSustained Flight-This a pretty safe way to fly. The acceleration and so maximum speed are pretty low, but you get 24 seconds to get where you’re going and settle down. Good for moving while casting in a battle situation. It costs 176 SP and takes 8 seconds or so to cast.

Fleeting Flight-This method of flying is very effective. It’s dangerous, but trading a little maximum duration for extra speed and using fewer charges, we get a much greater acceleration and higher top speed. If the duration is too short, we never reach that top speed, but get to a higher speed faster. Its cost and casting time are similar to Sustained Flight.

Wind Walk-Unlike flight, this formulation provides only enough wind per turn to keep the target in the air but it must be enough air not only to cancel gravity, but to sustain pressure on each shoe, as in Water Walking. This formulation has been carefully developed to fill the whole encharge capacity and maximize time at 24 round or 48 seconds. The target and climb stairs or run normally. When using bonus DoP the caster should be careful to increase wind at least enough to keep up with new charges.

Great Leap-Do you know what they call flying soldiers on the battlefield? Skeet. Sometimes, to keep party members from being shot down like a wendy-bird, it is expedient to provide them a way to reach high places without the tedium of flight acceleration. This spell provides a single great leap to the target on top of his natural jump ability.

Bounding Charm-Like Great Leap, but with the power spread over multiple jumps, great for bounding over rooftops or scaling cliffs. These jumps expire after 3 hours, used or not.

Flash Step-This is a ‘gateless teleport’, useful for casting silently with similar effects to teleport. It effectively teleports the target, but without the gate syllable the teleport cannot pass through material. The target needs clear line of sight to the destination. This formulation is fairly short range, but in a large open area more wind arcs could be added to get a longer flash step.

Flash Step Charm-The target is encharged with energy to make several short Flash Steps. These steps expire after 3 hours whether used or not.

Spells Possible with Two Additional Components

Arms: Des, Ku

Fingers: Wind (Indirect), Chaos (Indirect)

Words: re (create), soa (gate)

Teleport-Using Oh arcs and Wind Indirect fingers, along with “on re soa,” this spell teleports the target a distance defined by the range of the spell minus the range to the target. This formulation has a range of 336 feet, takes about 30 seconds to cast, and costs 324 SP. The range can be extended using any bonus DoP at 8 feet per DoP. It can also be extended by adding Oh arcs and Wind Indirect fingers, but this at the risk of spell failure due to fatigue.

Emergency Teleport-Like teleport, but with a much shorter range and usable in only just over 2 seconds. It’s range is only 16 feet, easily doubled with bonus DoP. It costs 44 SP. A teleport cannot be cast more quickly than this, the use of an advanced Ros radius is required.

Teleport1Teleport Charm-This variation of Teleport encharges the target at the 16 DoP limit and spreads the teleport range over several charges. This allows the target to activate short to mid-range teleports at will. It must be cast well ahead of time, and charges only last 3 hours unused. Additional hours can be added at higher levels with the ‘juo’ syllable. Chaos DoP can also be diverted to add time.

FarwhisperFar Whisper-With only basic mastery of the Des arc, this spell has a high chance of failure, but in another level with advanced Des arc it becomes perfectly safe. Levels in Magical Intuition would help am little. This spell transmits voice a short distance as the Throw Voice ability but with magic. Failure probably creates light instead of sound.

AmplifyVoiceAmplify Voice-As with Far Whisper, this spell really requires the advanced Des arc, but could still be attempted by failure probably leads to a glow, energizing, or nothing at all. This spell increases the volume of the target’s voice, good for shouting orders, singing songs of encouragement, and yelling across chasms.

Energy Burst-Spell energizes the target with a temporary boost to morale. This makes them more likely to resist resignation due to fatigue or tiring and be able to continue walking or fighting. This does not prevent damage from over fatigue. It makes use of basic Des arcs and the empower and animal syllables.

Light-Using only basic Des arcs and the ‘re’ syllable, creates a light source. Wind (Indirect) fingers can be added to produce the light a certain distance from the caster.

Swift Gust of Wind-A cheap and fast burst of wind taking half a second to cast for left-handed casters. It has 2d6*10 mph of wind can with Reactive Casting can even be cast to counter incoming arrows or flyers due to its speed. It costs 20 SP to cast.

Mighty Gust of Wind-A whole second variation of the swift gust of wind with double the cost (40 SP), and double the power (2d6*20 mph winds). It is still a swift spell and loses some DoP bonus.

Swift Sustained Wind-By adding a Chaos (Full) finger to the swift gust of wind, we obtain 2d6*5 mph initial wind, dwindling over 2d6 turns. It is still a single turn spell, but costs 28 SP.

Swift Sustained Gale-Enhancing the sustained wind with the “on” syllable (or adding a Chaos (Full) finger to mighty gust of wind) we get 2d6*10 initial wind over 2d6 turns. It costs 56 SP and is still fast to cast.

Tail Wind-A much longer lasting, broader area, and stronger wind that the short wind spells previous. This wind uses wind arcs to pack in more fingers and can be extended further if necessary. It is good for producing favorable winds for flyers and ships. It can just as easily be used as a head wind to slow the advance of enemies, reduce the effectiveness of arrows, and so on.

Did you like seeing a spell book? Does it make you feel like you could play a mage without knowing the details of the magic system? Did it help you understand the details? Would you use this spell book? Let us know below.

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