Dust's Grimoire


Impervious to fire and heat

This simple fills the targets body with magical energy to hedge out damage from all fire and heat. Often used to perform actions in extremely hot situations or when moving through fire or lava is required.


Poison Purge

The body is flooded with magical energy designed to force out all toxins and poisons. Used primarily to survive poisoness attacks and stings and bites from poisoness creatures. Also for a time the body hedges out further poisoness attacks. This protection lasts 1 hour per endurance above Amber.


Endure

This simple spell allows the target to go for extended periods without food and water. The body is filled with magical energy which acts as a substitute for food and water. Even though this spell is an excellent means of survival the user will get thinner and show signs of starvation if used for extended periods. Generally one can use this spell for about a month before they start to suffer from the above mentioned effects.


Fireblossom

A simple trap spell used to ward locks, doors or containers. When the warded object is manipulated an outward explosion of short lived fire assails the target. The Fire is designed to look like a rose made of flame.


Healing Flame

This spell combines with conjuration and empowerment to create a flame that regenerates the target back to health. The caster breathes the healing flames which surround the target in a nimbus of flame when the target is fully healed the flames disappear.


Stellar Strike

This spell surrounds the users hands or weapon with solar energy the effect is that these area's become surrounded in a brilliant glow and flicker with golden flame.


Self Teleport

Both with and without items.


Pressurized Lava

*A Specialty*


Defensive Psychic Ward


Bodily Defense


Defensive Shield


Magical Drain


Defensive Material


Mind Touch


Heat Stroke

a variant of cardiac arrest. This invasive spell causes a heat stroke in an opponent. Endurance offers some resistance to the target. Human Endurance will need hospitalization. Chaos Ranked will pass out and need some time to recover. Amber or better Endurance will feel as if they had a minor blackout and will feel uncomfortably hot, but will not suffer much more from this.


Heat Point

This spell is a shadow manipulation spell used on objects. It heats them to their melting point. This particular spell is made to work on objects not people.


Circle of Fire

A variant of Defensive Psychic Ward. This spell causes glowing lines of fire, invisible to normal sight but visible to magical vision. In addition to barring passage it flares up to burn those who attempt to cross it that don't best Amber Psyche or Dusts Psyche with one of the more permanent wards.


Solar Guard

A spell of Conjuration it empowers the target with invulnerability vs heat and fire. This is also an invasive spell on unwilling targets.


Earth Shake

A Shadow Opening spell that opens a portal to a shadow of immense vibrations, causing earthquake type phenomena to manifest in the target shadow. It is often enough to drop most opponents to the ground. If cast in the air or on the water it can quite literally shake things apart.


Steam Shower

This is a shadow opening spell that opens a portal to a shadow with geissers and pressurized water. It releases a blast of super heated steam.


Fists of the Sun

This is a conjuration spell that temporarily empowers the host with flaming fists that burn and melt what they strike. It empowers the hands with the quality doubling damage strikes and allows the caster to parry with his hands during the duration of this spell.


Sun's Will

This is also a conjuration spell that gives the target the ability to control any fire that they can see. Making it move as they desire, flare up or sputter and even control the amount of smoke produced by such a fire. It empowers the target with the ability to mold shadow stuff specifically fire.


Blazing Metal

This spell is a shadow molding spell that superheats a metal target. It is often used to make an opponents weapon to hot for them to weild. It can also be used to superheat metal armors.

*Note Julians laquered armor and armors resistant to heat are not effected by this spell.


Donning Fire's Fury

This spell is a conjuration spell. It changes the target causing them to become a firey diefic entity.

The Following Empowerments are granted to the target.

Alternate Form - Firey giant some 8'

tall surrounded in a corona of flame.

Doubling Damage Physical Attacks

Resistant to firearms level of armor.


Torchlight

A Simple light spell that causes a floating torchlike flame to hover and follow the caster to see.


Cloud of Ash

A Summoning spell that calls fourth a blast of hot ash that fills the air obscuring vision and foiling most heat sensors. The ash even makes it hard to move as it quickly coates the ground.


River of Lava

A Summoning spell that creates a lava flow to bar passage or to drown/burn massed troops. The river of lava will cool depending on the shadow environment.


Wall of Flame

A less potent summoning spell to bar passage. Used to scare off animals or burn those who pass through it.


Soul of Fire

This is a conjuration spell. It calls upon high compelling to give sentience to any source of fire as well as imparting mobility. This living flame can be sent off on a task, used to guard an area, spy or sent to attack, depending on what compelling thecaster places into it.

A simple campfire could suddenly lashout at a night time assasin, or a candle flame could silent observe the goings on in an area. Such are the uses of this spell.


Heat Sink

This invasive spell draws the heat out of a target often freezing them. Endurance works to help protect one.

Human Rank - Frozen

Chaos Rank - Major frostbite possible loss of limbs especially fingers, toe's etc.

Amber Rank - requires several moments to get the blood flowing and circulation moving but otherwise alright.


Brand

This simple spell burns a brand into an object or creature. The exact nature of the brand is upto the caster. Though painful to living creatures the Brand has no lasting effect other then the mark itself.


Corona

This spell absorbs energy from an outside source and surrounds the caster in a corona of that energy which the caster may chose to release in increments.

eg. If hit by lightning the caster would be surrounded in crackling electricity which would shock anyone attempting to strike him. It could also power a flashlight or other electrical machine draining insignifigant amounts of energy. The caster could chose to release smaller lightning bolts or release all of the energy.


Lines of Fire

This spell calls up an image of the pattern, so that the caster may use it as if they had mentally walked the pattern. The firey image is invisible to normal sight.


Flicker Flash

This spell calls upon the power of the Pattern to teleport the caster over vast distances of shadow. The special effect is as if the caster has sunk into a molten hole in the ground. In a gout of lava the caster appears at his destination.


Curse of Drought

This spell calls upon the power of the pattern to mold an area of shadow causing a heat wave and drought. Since it is enforced by the pattern it is hard to dispell with simple magics.


Avatar

This spell sends a fiery illusion hellriding to deliver a message. It is combined with advanced Pattern to do so. Basically used like a messenger pigeon.


Greed and Need

This spell like the previous one sends the spell hellriding. This time it sends the spell hellriding for items of desire or creatures of desire like corwins black and white birds. It then either sends them on their way or it teleports them to the caster.


Posieden's Call

This spell calls upon the pattern to alter the weather of a shadow. It is especially good at dispelling storms.


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