W: Divination Wizardry Spell
Allows the Caster to locate an object or circumstance. The caster must know some attributes of the object or circumstance or the spell cannot work.
Attributes include: name, substance, form, color, related items, last known location, relationship to something the caster knows or can examine, etc.
The spell assumes the caster can come up with 15 point of attributes.
Attributes are rated as:
1 point(general, descriptive- a man, a bird); 2 point (detail- blue; black hair; owned by a smith); 4 point- specific (named Kilsorana Moonmist; 14 years old, born in June).
Every point below 15 you have is a -10% to cast chance. Every point above gives you plus 1% to cast chance. Environmental, situational, and magical conditions effect the DF of the spell (in other words GM always gets to say how hard it is!:-)) Every incorrect attribute the caster assumes is -10%.
RANGE is usually 1 mile per (RANK plus AURA)
COST is DURATION dependent
The reversal of the spell shrouds the location of an object or circumstance.
W: Evocation Wizardry Spell
This spell seals or closes that which is open and opens or unseals that which is closed or locked.
It is like the AD&D MageLock and Knock spells- depending on whether you reverse or not.
Effects physical, and magical conditions but not spiritual.
W: Divination/Conjuration/Evocation Wizardry Spell
This spell restores a pattern to its "normal" or "default" setting. It can operate as a Mend spell or as a Restore Limb healing type spell.
DF depend: Mending clean breaks of uniform objects is pretty easy, or an easy pattern like a clay pot. Restoring someone's arm is a big deal and very hard.
The reversal cannot break that which is whole but can sunder that which was broken before and re-made.
You NEED the parts or their equivalent or you need to be able to conjure them- this is not alteration although some of that happens in the mix.
Detects bound power and gives some indication of flavor and type.
This is a powerful but difficult sorcery. It involves shifting yourself up the layers of planes.
This does not allow you to just hop onto the plane of neutrality unless you take extra minuses (another -60 so -120) and you know where it is. It is useful in facing reality walls and breaks and it is useful for phasing out of the prime to the ethereal.
The ethereal is not a static place. One step could equal 5 or -1 steps on the prime, it is cold and blue and windy and filled with soul predators. Most man made objects are invisible from that plane and only thick walls or geological formations or trees would be visible.
It is expensive to stay on the ethereal - there is a tendency to be blown out to "sea"- to the outer planes and one cannot resist that drag long. Once one goes there one is at risk of becoming lost- forever in the shadow worlds.
The ability to project your senses and your mind out to far places. You can move at 1 mile per count using mind travel. Your senses in your body shut off so you are VERY vulnerable in your body but you sense the things you are viewing with all your senses (sight, sound, SCF, DVF, smell)
A classic magician power....
Telekinesis, "nuff said. Could be used on one's self as a slow fly spell more like a levitate with three dimensions)
A complimentary skill to S:PLane SHift. Always you to see planes off-frequency from you- to peer into the shadow worlds...
My last three sorceries are fate/wild magic based and not related to particular schools of wizardry though some lay claim to them 0 truth read for instance is often claimed by Divination etc. .... they are still as per the human standard society sheet
As an act of will, naming, or calling one can create small non-complex objects. They are on the verge of being illusions in that they are non-permanent ... they are real for their duration. If one conjures an apple and it is eaten while the duration is still in place the act of having been fed remains in place.
Very small area-of-effect, complexity of object sets DF.
Also know as Bless or Curse. As a sorcery this is a minor effect. You change the odds a little - you tweak on the strings of fate and watch them vibrate a little.
This can be powerful and with enough power and witchcraft around it it can perform the famous gypsy curses, etc.
This is a fate magic- it read both the intent of the speaker and the Alignment Truth of what is said. CAN be powerful ! Intention is most often the easiest thing to pick up.
Often you will get as a result - he seems to think he is speaking the truth...
Requires active power to use- to use passively is at -2 SLs.