Bucalet's Grimoire


Bucalet's trademark spell effect - machinery powering up (gears meshing and turning faster) sound, smell of ozone.


BULLETPROOF BODY

Fills the body with magical energy devoted to blocking out external influences. This spell is designed to work against Magic, Trump, Logrus, Pattern, and Physical attacks. Lasts up to one hour or until dispelled by the caster.

Base Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, Dispel Word, 30 minutes.


BULLETPROOF OBJECT

Gives any object the qualities of a shield that is Invulnerable against Conventional Weapons. Basically, the object then becomes invulnerable to missile fire, blades, and normal energy like fire and electricity.

Can only be cast on a single object, made of a single type of material (a cotton shirt, a wooden shield, a rock wall). Lasts indefinitely in any one Shadow. Has no resistance to being dispelled with Psyche, magic or in any other way.

Base Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, Dispel Word, 30 minutes.

DEATH BY CHOCOLATE � Type: Summoning/Invasive

As the name implies... attempt to kill target with outrageous amounts of chocolate.

Casting time � 60 minutes.

Lynchpins: Target Identification, Target Location, 10 minutes.


DESTROY MACHINERY

Causes damage to any machinery, or semi-mechanical object the caster chooses.

Base Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, 20 minutes.


FREEZE FRAME

Changes the time rate inside the victim, so they are slowed down into immobility, relative to their environment. The resulting statue remains this way indefinitely, in any one Shadow. Getting rid of the spell is fairly simple. A touch of Pattern or Logrus power will easily dispel the binding. Likewise, moving the "statue" around in Shadow tends to decay the magic, so that the spell will wear off in a few hours.

Base Casting Time: 90 minutes

Lynchpins: Target Identification, Target Location, Dispel Word, 45 minutes.


INTELLECTUAL CONNECTION

Opens a mind to mind link between the caster and the victim. This link performs the same way as touch or a Trump contact, allowing the two minds to touch. The duration is indefinite, lasting as long as the Psyche contact persists.

Base Casting Time: 30 Minutes

Lynchpins: Target Identification, Target Location, Dispel Word, 15 minutes.


MAGICAL DRAIN

Creates a hole through which all loose magic is drained away. Effectively limits the magic in an area, up to two miles in diameter, where spells will be drained as they are cast, any magical energies they generate. Duration, if undisturbed, is thirty minutes in Amber. However, the drain can be made self-sustaining, so the more magic the spell drains, the longer it lasts. If enough magic enters before any thirty minute time segment expires, it can continues indefinitely (unless, of course, a duration is defined). Although it can be dispelled by other energies, dispelling a Magic Drain with magic is near impossible, since the magic just goes away.

Base Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, Drain Exit, Area of Drain, Dispel Word, 50 minutes.


MULTITUDINOUS METAL MAELSTROM � type: Summoning

Creates a whirling cloud of sharp jagged metal pieces that swirl all about the target in an attempt to deliver death by a multitude of slashes, gouges, cuts, and scrapes.

Casting time: 60 minutes.

Lynchpins � Target Identificaton, Target Location, 10 minutes.


LOGRUS CAGE

Creates a cagelike structure around a victim with bars of Logrus energy. Duration is indefinite or until dispelled.

Casting time: 30 minutes.

Lynchpins: Target Identification, Target Location, Dispel word, 15 minutes.


LOGRUS CANNON

This spell brings forth a self directed cannon comprised of Logrus energy which fires a cannonball of compacted Logrus energy at the identified target.

Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, Cannon Location, 30 minutes.


LOGRUS HANDGUN

Similar to Logrus Cannon but Cannon is replaced by Handgun, and fires 13 projectiles/slugs of a smaller sized compacted Logrus energy at the identified target.

Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, Handgun Location, 15 minutes.


LOGRUS ROBOT

This spell brings forth a robot comprised of Logrus energy which will obey rudementary commands given by the caster.

Casting Time: 60 minutes.

Lynchpins: Target Location, Robot size, Robot shape, 30 minutes.


MURPHY MAGNET

Causes victim to activate Murphy's Law (if anything can go wrong, it will, and at the worst possible moment) in whatever they attempt for 13 hours.

Base Casting Time: 90 minutes

Lynchpins: Target Identification, Target Location, 30 minutes.


PATTERN DRAIN

Creates a hole through which all Pattern energy is converted to magic energy or is drained away. Effectively eliminates the Pattern energy in an area, up to two miles in diameter. Duration, if undisturbed, is thirty minutes in Amber. However, the drain can be made self-sustaining, so the more Pattern energy the spell converts to magic, the longer it lasts. If enough Pattern energy enters before any thirty minute time segment expires, it can continue indefinitely (unless, of course, a duration is defined). Although it can be dispelled by other energies, dispelling a Pattern Drain with items made from Pattern energy is near impossible, since the Pattern energy just goes away.

Base Casting Time: 90 minutes

Lynchpins: Target Identification, Target Location, Drain Exit, Area of Drain, Dispel Word, Sustain option, 90 minutes.


PSYCHIC SHIELD

Placed on a doorway, on walls, or simply as a circle drawn on the ground, it creates a Psychic barrier to any who attempt to pass. Creatures of less than Amber Psyche will be unable to pass the barrier. If left untended, the Ward has the equivalent Psyche of an Amberite, and can be forced in about as long as it would take the inruder to make a Trump contact. However, it is possible to link the Ward to the mind of the caster, or one who the caster chooses, in which case anyone attempting to force the Ward would end up in a direct mind to mind link. Lasts up to twenty-four hours in Amber, or, if linked, until dispelled.

Base Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, Un/Attended option, Link option, Link To option, Dispel Word, 60 minutes.


REPAIR MACHINERY

Causes any damaged machinery, or semi-mechanical object to be restored to working order.

Base Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, 20 minutes.


SHADOW SLIP � Type: Summoning/Invasive

Creates unseen Shadow portal that loops back around upon itself. A Victim attempts to move in any direction and will get directed back to the spot the victim just left, in a treadmill affect. Spell duration is normally one hour, but the spell feeds off any magic, Pattern, or Logrus use within the loop to extend the duration for the same amount of time of magic, Pattern, or Logrus use.

Casting time � 150 minutes.

Lynchpins: Target Identification, Target Location, 10 minutes.


SHEER HEART ATTACK

Stops the heart of the victim. Effect is instantaneous. Those with Human Endurance will simply collapse and die. A Chaos ranked Endurance character will suffer the equivalent of a heart attack, requiring a week of bed rest to recover. For characters of Amber or better Endurance, the effects will be alarming, roughly equal to a sudden blackout, but harmless in the long run.

Base Casting Time: 60 minutes

Lynchpins: Target Identification, Target Location, 20 minutes.


SHELTER

Creates an overnight shelter for caster which includes all the amenities of home.

Base Casting Time: 60 minutes

Lynchpins: Target Location, 10 minutes.


SHIELD WALL

A magical shield, fixed in place, is cast as a barrier. This spell works against Physical Attacks, Fire, Heat, Lightning, Wind, Rain, and harsh Weather. A determined individual, of Amber Strength or better, or any largish moving object (a bulldozer, or a dragon), will be able to penetrate the barrier. Will last for a maximum of two hours in Amber.

Base Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, Size of Shield, Shape of Shield, Dispel Word, 50 minutes.


SHOCKING GRASP

Causes victim to be grasped by two metallic hands which provide the opposite poles of an electrical charge. Victims of Human endurance will be immediately killed, of Chaos endurance will be rendered unconcious, and of Amber endurance it will stun for a few minutes. Effect is instantaneous.

Base Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, 20 minutes.


SLUMBER

By influencing and altering the nervous system of the victim, this spell puts them to sleep. Duration depends on whether or not anything disturbs the victim.

Base Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, Dispel Word, 30 minutes.


SPY-DER � Type: Summoning

Creates a small (approximately 4 cm) spy which looks and acts like a spider, but transmits images to Bucalet via psychic link or logrus tendril.

Casting time: 60 minutes.

Lynchpins: Target location, Dispel trigger word, Communication link type, 15 minutes.


STEALTH

Turns the subject invisible, or, if desired, partly transparent. One big drawback is that with complete invisibility all light passes through the body, so there's no light for the eye to pick up, and the subject is effectively blind. Therefore it's best to become only partly invisible, so there's still enough light to see, though dimly. During bright daylight 95% invisibility would leave enough light to see. On a dark night 50% invisibility would make the character impossible to see, but would leave at least some light to see by. Invisible objects make normal amounts of noise, smell, taste, and are just as noticeable with Psychic or mystical powers as anyone else.

Base Casting Time: 60 minutes.

Lynchpins: Target Identification, Target Location, Degree of Invisibility, Dispel Word, 40 minutes.

SUMMON PERSONAL SWORD �� Type: Summoning

Summons from home, one of his personal swords that is occupying a specific rack within Verdurimen Ways.

Casting time � 30 minutes.

Lynchpins � personal location, 5 minutes.


SUMMON PERSONAL DAGGER/KNIFE � Type: Summoning

Summons from home, one of his personal daggers/knives that is occupying a specific rack within Verdurimen Ways.

Casting time � 30 minutes.

Lynchpins: personal location, 5 minutes.


TELEPORTATION

Transports the target object to a specified location. The location can be built into the casting, or can be defined as a series of lynchpins. With or without possessions can be defined as a lynchpin. Takes place instantly.

Base Casting Time: 30 minutes.

Lynchpins: Target Identification, Target Location, Target Destination, With/out possession option, 20 minutes.


TRUTH EXTRACTOR

Causes victim to be bound/secured to mechanical device with various torturous contraptions designed to coerce the truth out of the target.

Base Casting Time: 90 minutes.

Lynchpins: Target Identification, Target Location, Dispel word, 45 minutes.


VANQUISH VIGOR

Reduces the Attribute of Strength to Human level. Dispelled by a touch of Pattern or Logrus, or by a movement through Shadow. Lasts indefinitely in any one Shadow.

Base Casting Time: 120 minutes.

Lynchpins: Target Identification, Target Location, 40 minutes.


XEROX ITEM

Forms a duplicate out of Shadow of any object. Making a replicate of a living thing could result in a living duplicate, or if the Sorcerer prefers, a dead duplicate (a corpse). No duplicated item, living or otherwise, will have the powers or magic of the original. Duplicates last until dispelled, or until moved from the Shadow where they were created.

Base Casting Time: 30 minutes.

Lynchpins: Target Identification, Target Location, In/Animated option, Dispel Word option, 20 minutes.

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