Spell Directory

Attention: This section is currently undergoing a massive rehaul, which will involve doing away with the current naming system and allowing you to be more creative when roleplaying spells. Please take everything on this page with a giant grain of salt, especially the "god-named" spells, which will no longer exist post-rehaul except possibly as legendary spells. Thanks for your patience while we work on improving the magic system.

This is a list of spells that are currently available for galdori. If you wish to use any other spell in RP, you must send your spell proposal to a moderator; they will decide if the spell would be possible. If it's approved, it'll be listed here.

Please see the Spoke's Almanac for wick-specific spells.

Skill Levels

This page is organized into three basic levels of skill: elementary, intermediate and advanced. The relative difficulty comes not only from the complexity of a spell, but from the necessary trust that the mona must have in the caster. This trust is built up over time, so age has something to do with it - even a student prodigy would not have the experience necessary to cast advanced spells.

At a higher skill level, every previously known spell is improved upon. There are also additional spells that are only available at higher skill levels.

Counterspells

Most spells on this list have a counter-spell, a spell which reverses the original effect. The counterspell is usually learned in tandem with the original. Depending on the skill of the caster, spells may be more difficult to break. Countering a spell requires quick action and extremely precise recitation as well as skill and focus.

Varieties

Each spell on this list has several different uses, and, in many cases, several different "flavors" which can be used to achieve different effects. For example, the Sting spell has numerous variations; the spell is still mostly the same, but with tiny differences in wording.

Elementary Spells

Elementary spells are the foundation of galdori magic. They are of a moderate skill level, capable of making useful changes to the world around you. This is the stage of skill most students master in the University. Do not be confused by the name; there is nothing easy about these spells.

Forward: About "Push" and "Pull"

The most basic spell at any skill level is a Push/Pull spell. This spell has a variety of uses in everyday life, and it is one of the only spells that is acceptable to use for things other than the Noble Uses of magic. It is a single syllable, and therefore convenient to cast.

Its function is movement; in its raw form it can be used to move objects from place to place. At an elementary level, it is restrained to more obvious things (such as lifting a chair). As one's skill progresses, the spell can be used for increasingly complex movements. A talented sorcerer can use Push or Pull to make very tiny, subtle adjustments to clockwork, or pull the juice from an orange, or even make a carving in wood by moving the molecules of the wood around.

The words "push" and "pull" are used synonymously.

Living Magic

Note: each Living Magic spell can be modified for different species of plant and animal. In school, students learn how to use these spells on humanoids, but in their basic form they will have different effects or be disastrous if used on other animals. You must modify these spells to account for different anatomy, which means your character must have a basic understanding of said anatomy.

  • Grow: Speeds up tissue growth. At a basic level, this can be used to grow new skin over wounds or stimulate the growth of a plant. When used in healing medicine, this spell is called Heal Tissue. This spell is usually cast in succession until the entire problem area is healed. It is a slow process but becomes more effective with level. At more advanced levels this can repair massive tissue damage.
  • Stitch Wound: Closes an open wound. This is usually used in conjunction with Heal Tissue. It is a spell combination of Adhere and Grow.
  • Congeal: Slows blood flow and encourages clotting. Used to stop blood loss, but can be quite painful to endure.
  • Immunity: Boosts the immune system of a target, making it more difficult for them to become ill from natural diseases or succumb to poison.
  • Wakefulness: Awakens the target from sleeping, or even a coma. Very unstable and not always successful.
  • Skin Crawl: Stimulates the nerves in the skin, giving the heebie-jeebies, or the sensations of bugs crawling over them for a few minutes. A variation, Tickle, is less severe and easier to cast, and is sometimes used by younger students as a prank. There are literally hundreds of varieties of this spell devised by pranksters throughout the centuries.
  • Pain: Stimulates the nerves in the skin again, but much more intensely, causing excruciating pain for around ten seconds at the most basic level of skill.
  • Sting: Stimulates the glands to produce painful, stinging welts. Variations include Boils, Weals, Lashes and Pox.
  • Nausea: Plays with the gag reflexes of a target, causing them to suddenly lose their lunch.
  • Adrenaline: Increases adrenaline flow in target, making them temporarily a little more physically capable.
  • Anesthetic: This spell has a great many variations, each of which operate differently. One variety increases chemicals within the brain to mimic the effects of anesthetics or analgesics. Another variety rapidly decreases the energy in a target, making them temporarily sleepy and unaware. This spell is commonly used in medicine.
  • Wither: Causes an organic life form to shrivel as all moisture is sucked from it. Can be used on people, but not very effective at an elementary level; increasingly effective as the caster progresses in level.

Static Magic

  • Ignite: An simple one-syllable spell that creates a momentary small spark or flame. It is not usually taught to children (for fear that they will set everything on fire) but is one of the easiest spells to learn. It is different from other fire-producing spells in that it creates molecular friction and not a chemical reaction. This spell, because it is so basic, is usually considered exempt from the noble uses. Ignite is also referred to as a "Fire" or "Flame" spell.
  • Hydrosmosis: Controls the flow of water in a given area, but only an amount of water at a time that would weigh about 4x of the caster. (You could curve a stream or a small river, but if a dam breaks in front of you, you're probably still toast.)
  • Water: a simple spell to re-route hydrogen particles and create water; usually coupled with Hydrosmosis to create and control water. This is one of those spells that has a more complex name in the books (Hydro-Generation) but is usually referred to by its colloquial name.
  • Airlessness: Removes the oxygen content from a particular area. Not effective in open spaces, but can also extinguish flames.
  • Break: Cracks a hard material, such as metal or stone. Depending on the size of the object, this can require a pair of casters to be done at a low level.
  • Clean Air: This spell attempts to remove impurities from the air by duplicating oxygen and nitrogen molecules. Its textbook name is "Reoxygenation" but no one calls it that.
  • Bend: Curves materials to the caster's liking. More massive objects require more casters.
  • Melt: Reduces rock or metal to a molten state. Slow acting, and ineffective against large quantities of material, unless a great span of time is put into the effort.
  • Adhere: Causes an object to "stick" to another object.

Physical Magic

  • Levitation: Suspends the pull of gravity around a target. It has a limited scope however, and might pull on surrounding objects as well. Different from "push" because it is not straining against gravity but rather suspending it altogether.
  • Momentum: Speeds up a moving object. Can have a few nasty effects if used on a living thing, usually ineffective on people.
  • Slow: Opposite of above, slowing a moving object. Can have a few nasty effects if used on a living thing, usually ineffective on people.
  • Stillness: Stops the movement of an object entirely. If used on a living creature, it does not cause the complete effect, but the target will feel a substantial pull.
  • Wall: Creates an invisible wall of force about 6 ft high and wide that can stop objects. Once created, the wall will not move unless dispelled, and will dissipate after the caster removes their concentration from the wall.
  • Lumination: Create a bright light that fills the darkness. Different casters have different styles - the color of the light will vary. This light comes from a single origin point in space as designated by the caster.

Perceptive Magic

Note: Perceptive magic is designed to work on humanoid targets. It is largely untested on animal or other non-humanoid targets. If you wish to use these spells on animals, you must modify the spell for the target.

  • Sleep: Induces unconsciousness in a living target, but usually is short-lived.
  • Dullness: Slows the brain synapses, and makes the target react a little slower, making their thoughts feel fuzzy.
  • Persuasion: Lowers the mind's defenses to trickery and lies.
  • Hunger: Makes a person feel ravenously hungry. At lower levels it merely makes the target's stomach grumble, but at a higher level of skill this spell can cripple someone. A benefit to this spell is that it has very few side effects.
  • Satiety: Makes the target feel neither hungry or thirsty. Handy for long stretches of traveling. Limited duration, however.
  • Depth Perception: Interferes with a target's depth perception, making them think that objects are either closer to them than they believe them to be, or further away.
  • Olfactory Assault: Causes the target's sense of smell to become incredibly sharp. However, when used in foul smelling areas, can cause a range of effects from severe headache to nausea.
  • Auditory Assault: Causes the target's sense of hearing to become very sharp. When used in crowded or noisy places, can cause intense pain, and possibly even bleeding from the ears.
  • Quiet: Creates a small circle of silence around you, allowing you to converse without being overheard. Lasts a short while.
  • Minor Infatuation: Your spell causes your target to become momentarily infatuated with you. Duration lasts until you, or the target, falls asleep. Can be counteracted and can break at random.
  • See: Even if you are blinded, this spell will allow you to see beyond whatever is limiting your vision. A few minute's duration, but the visions can be slightly inaccurate, as the caster's own perception of the truth can alter what he or she sees.

Intermediate Spells

At an intermediate skill level, all elementary spells are augmented to be more effective and longer-lasting. The following are additional spells that you can only learn with this secondary level of skill.

Living Magic

Note: each Living Magic spell can be modified for different species of plant and animal. In school, students learn how to use these spells on humanoids, but in their basic form they will have different effects or be disastrous if used on other animals. You must modify these spells to account for different anatomy, which means your character must have a basic understanding of said anatomy.

  • Hibernate: Causes the metabolism of a living target to slow substantially. In people and animals, it causes the breathing and pulse to also slow dramatically. While under this spell, the target uses very few nutrients.
  • Infertility: Disrupts the target's ability to reproduce. This spell is particularly shaky, because it is short-term, could create permanent infertility, or could simply just not function at all.
  • Alioe's Eye: Gives the caster the ability to see long distances, as long as there is a line of sight.
  • Rigor: Simulates rigor mortis in living tissue. Makes the target's ability to move barely possible, if at all. Limited duration.
  • Ashes: A burst of carbon ashes is expelled from the caster's hands, and can be used to temporarily blind or obscure someone's vision. A quick-cast spell.
  • Bristle: Cause a nervous reaction in your target. His hair will raise and his adrenaline will be spurred on, causing him to encounter a fight/flight instinct. This spell has almost no discernible side effect.
  • Deep Vision: Your eyes become adjusted to the darkness and you can see even in the blackest of pits. Causes a glow to emit from the eyes.
  • Vocal Augmentation: Your vocal cords resonate at superhuman frequencies, allowing your voice to be heard from very far away.

Static Magic

  • Metamorphosis: Changes one material, molecularly simple, into another. Can be used to "vanish" objects by turning their molecular components into oxygen or other invisible gases. Has hundreds of subsets of spells geared towards different materials.
  • Conflagration: Creates a controlled explosion towards an area. Chances of misfire or backlash are possible.
  • Fulmination: Sends a controlled electrical burst towards the target. Chances of misfire or backlash are possible.
  • Immolation: Causes a chemical reaction which results in a large flame, or directs existing flame. Chances of misfire or backlash are possible. Extremely difficult to control.
  • Magma: Sends a controlled stream of molten particles towards a target. Can be dodged and blocked with a variety of spells, but is quite quick to cast, and therefore is a favorite among duelers.
  • Poison Air: Fills the air with poisonous gasses which cause the target to feel as if they are burning from the inside. Chances of misfire or backlash are possible.
  • Frostbite: Causes a sudden, drastic drop in heat around a target, enough to cause ice to form even in springtime, causing some physical harm to organic creatures as well. Chances of misfire or backlash are possible.
  • Duplicate: Duplicates material. The more chemically complex the material, the more difficult the spell. Can be used to make certain things larger with enough careful spellwork.

Physical Magic

  • Invisibility: Unlike the wick spell, you render yourself completely unseen, moving or no. Duration is limited to a few minutes and your field can still be felt. This is achieved by bending light.
  • Fall: With a variation of a Levitation spell, you can slow the fall of any object, including yourself.
  • Soundwave: A powerful wave of sound can blast through solid objects. Side effects: a total silence falls, and the air becomes cold and thin. The soundwave itself is silent. For a good example of this spell in action, read this.
  • Barrier: Creates a "cap" on any force, including sound and light. This unique spell disrupts waves and particles and can be used to block spells. It is quite strong and difficult to cast. When counteracting Soundwave, the spell reverses the effect of the displaced sound, causing the spell to lose its physical force but regain its deafening sound. This sound is then enveloped in the new temporary sound barrier.
  • Split: A tremendous gravitational force splits simplistic elements in half, often causing the breakdown of their molecular structure. Incredibly difficult to cast, but still possible at Level 2. At Level 3, more complex things can be broken down.

Perceptive Magic

Note: Perceptive magic is designed to work on humanoid targets. It is largely untested on animal or other non-humanoid targets. If you wish to use these spells on animals, you must modify the spell for the target.

  • Truth: You can tell if someone is lying. This works on even the most skilled liars. The spell is short-lived and can be countered at Level 3. In some variations, this spell can prompt the target to speak the truth, but this is not always reliable, and this effect can be resisted with the proper mental conditioning.
  • Suggestion: Puts thoughts into the mind of a target. Must be within close proximity to target. Spell is weakened or strengthened depending on the willpower of the target to resist it.
  • Terror: Causes artificial terror in the target. Chances of misfire or backlash are possible. Also, a rather difficult spell to learn.
  • Calm: Create an overwhelming sense of calm and peace in your target. They forget their worries and fears, and accept the world as it is. Limited duration, can be resisted.

Miscellaneous

  • Universal Counterspell: Explained very simply, this spell says "NO!" to any oncoming spell. The caster may direct their energies to make sure that a spell misfires, goes wrong, or does not occur at all. This is differentiated from a normal counterspell in that it is a one-size-fit-all spell that can work against most conventional magic. However, it is tricky to cast properly and very temperamental.

Advanced Spells

At an advanced level of skill, all previously learned spells are augmented once more to be very long-lasting and extremely potent. The following are spells that one can only use at this very advanced level of skill.

Living Magic

Note: each Living Magic spell can be modified for different species of plant and animal. In school, students learn how to use these spells on humanoids, but in their basic form they will have different effects or be disastrous if used on other animals. You must modify these spells to account for different anatomy, which means your character must have a basic understanding of said anatomy.

  • Reanimation: Reverses brain death. Must be used on the target within three hours of brain death.
  • Stasis: Causes every molecule inside the target to freeze, stopping all metabolism and movement. The subject effectively becomes as hard as a rock, and just as hard to damage. Lasts several hours or until broken. Considered a beneficial spell, used to protect casters who are under duress.
  • Paralysis: Locks up the mona in a living being completely. Breath stops, but life is preserved. Considered an offensive spell because the effects are incredibly painful, as mental functions remain. Difficult to break. Lasts several hours.
  • Silence: Cause your target to lose his/her voice for a significant period of time. Possibility of backlash, which would render the caster unable to cast any more spells.
  • The Shun of Imaan: The target begins aging at an extreme rate, temporarily. Depending on the time of the casting, a person can age several years, or wither into a crone. In the most extreme cases, the caster reduces the target to a mass of rot. Almost guaranteed backlash of some sort. A very dangerous spell only attempted by the most advanced galdori.
  • The Touch of Naulas: Requires the caster to physically touch the target. The target experiences a deep chill, and then falls into a deep sleep, which quickly results in a coma. Within a few days or so of the spell, the target's life simply gives out, killing the target. However, if the target recieves healing within this time, they will recover, so it is in the caster's best interest to keep the prone target away from help. This spell is almost guaranteed heavy backlash, including wracking pains, internal bodily problems, and sometimes falling into the same condition as the target. The Touch of Naulas is rarely ever employed, and for good reason.

Static Magic

  • Detonation: Causes a huge, controlled explosion, capable of destroying a simple building of medium size. Chance of severe backlash or misfire.
  • Inferno: Causes the air particles of a wide area to charge with energy, causing a giant eruption of high-heat flame. Chance of severe backlash or misfire. Once cast, extremely difficult to control.
  • Electrical Storm: Causes electricity to lance out from the caster in all directions, scorching everything nearby. The radius is determined by willpower and emotional duress. Chance of severe backlash or misfire.
  • Hulali's Wrath: Causes all the moisture in any given area to freeze powerfully. The smaller the area, the more powerful the effect. A wide area of several miles could cause the temperature to drop 20 degrees. The area of an individual could freeze a person solid. Chance of severe backlash or misfire.
  • Bash's Fury: Causes an intense earthquake. As above, the strength is determined by the affected area. A wide area of several miles will experience a slight trembling, while a small area can cause a huge chasm.

Perceptive Magic

Note: Perceptive magic is designed to work on humanoid targets. It is largely untested on animal or other non-humanoid targets. If you wish to use these spells on animals, you must modify the spell for the target.

  • Horrors: Makes the target see nightmarish images of their worst fear. Notoriously difficult to actually cast, unless the caster knows a distinct fear that the target has. Also has a risk of backlash.
  • Read: Gives the caster some insight into the target's mental functions. The target can feel something probing through their mind, and generally have an idea of what is going on.
  • Invade: Gives the caster temporary control over the target's physical functions. This spell is short term, and with enough force of will, can be broken.
  • Postcognition: Makes the target remember past events. Notoriously difficult to cast, unless the caster has some inkling about the events which are in question.
  • Instability: Completely upsets the mental functions in a target. Short duration. Possibility of backlash.
  • Psionics: Cause your target's mind to go haywire for a short period of time, resulting in a loss of brain and will control. May cause your target to be temporarily capable of doing magic. Random paranormal occurrences may be the side effect.

Miscellaneous

  • Confuse Field: Your magical field becomes scattered, allowing you to pass for a nonmagical being. This spell requires intense concentration and its duration is limited.
  • True Name: The True Name ceremony is immensely complex, and only after accumulating a great amount of skill is it possible to begin the ritual. After it is completed, the galdor will know his or her true name in Monite, and thereafter will be able to cast spells without speaking Monite. The galdor's power will also increase after finding his or her true name.

Scrying Methods

These methods are taught apart from the usual curriculum. Skill also applies here; at a high skill, a sorcerer will be capable of producing very good results from these methods.

  • Aquamancy: Scrying through a water medium, such as a pool of water in a stone's hollow or a bowl. This is a very old style of scrying, requiring a visual interpretation of images. The visions produced are very clear, but sometimes inaccurate.
  • Smoke Reading: Scrying through a smoke medium, a favorite style among wicks. This style tends to be quite accurate, but it is difficult to see through the smoke. This form of scrying requires two casters and is dependent upon vision to interpret images.
  • Incaustomancy: Scrying through an ink medium. The ink used for this particular style is made from carbon, thought to be one of the purest elements. This style undoubtedly has the clearest picture, invokes some sounds, and discerns color, but it is rather difficult to learn, and requires a trio of casters to perform. The visions produced must be interpreted visually, but the sounds and colors are perceived within the casters' minds only.
  • Crystomancy: Scrying through a crystalline or stone medium. The vision has clear colors, and a hint of sounds, but requires multiple readers to discern the fragmented images within the crystal. The caster must include these readers in his/her original scrying spell.
  • Bone Reading: A small handful of bones, tossed onto a ritual plot, can give a very accurate picture of the present. However, the interpretation of the spell is often difficult and unclear. The bones tend to be very poetic. This style requires one caster and a great deal of spellwork; it is popular among wicks, but galdori tend to eschew it for being barbaric.
  • Sand Reading: A non-visual style of scrying involving a granular medium such as sand or earth. The seer's spell causes the sand to give a tactile response to questions. This method is relatively accurate given enough training, and can sometimes give unexpected or additional answers to questions even if they were not asked directly.
  • Meditative Scrying: Primarily used by advanced scryers, this method involves no visuals, but images and sounds are projected directly in the caster's mind. This can be incredibly accurate, but is the most difficult of all scrying methods, and takes many years of practice. The downside to this method is the enormous mental toll it takes on the scryer.