Magically Challenged Quest
Curse Carrier DM | Archive, Current Thread
Available Spells
Any spell with a red underlined name cannot be mixed (yet), but they might still be improved in other ways.
Material
SPELL QUIRKS: Never works on living beings unless specified otherwise | Runes can get recharged and be used by others.
- Lighten (8 mana)
A rune that decreases the weight of an item. - Unseal (20 mana)
The counterpart to the Sealing spell. Can be used to separate an item from something it is attached to, magical or otherwise. - Seal (15 mana)
Can be used to seal up an item in place. A lever may become unable to be pulled, and an item may be stuck to the wall this way.
The spell will essentially meld the item with another, but it will not lose its original property. A piece of paper sealed to a wall may still be forcefully ripped off, for example. - Detect Traps (10 mana)
The rune will glow when put anywhere near objects that have been affected by a material spell. Often used to detect traps or secret passages. - Slippy (20 mana)
A rune that makes something much more slippery. It will be harder to hold on to, and if applied on a surface like a floor, much more likely to make someone fall over. Despite sounding silly, it has many useful applications.
Life
SPELL QUIRKS: Only works on living things unless specified otherwise | More powerful life spells tend to have negative side effects on the body.
- Tracking Scent (10 mana)
Your sense of smell is increased. Can work against you if subjected to particularly strong smell. - Unnatural check (3 mana)
Check if anything surrounding you is affected by a life spell. This does not tell you what kind of life spell it is affected by. - Remove Hurt (15 mana)
Remove your ability to feel pain, but does not stop the actual physical harm you receive. Powerful, but can make it hard to tell when your body is failing you. Use very sparingly to avoid dependency. - Skin Heal (25 mana)
Quickly heals your skin, although some scars may remain. Internal damage is usually not fixed, but the spell more often than not closes the wound without making it worse, making it useful to avoid bleeding out or for surgery. - Give Life (5 mana + stamina)
Transfers your own stamina to a target you're touching. Table says that mana feel and give stamina makes the give mana spell when mixed together. Not that useful to buff yourself, but a staple of healing spells you wish to use on others. - Strength (20 mana)
A simple spell that severely increases your strength. However, the caster will suffer extreme fatigue when the spell wears out. Using this spell too often may end up permanently destroying muscles (not counting duels) - Juggernaut (30 mana)
Severely increase the toughness of one's skin, this comes at the cost of making you much slower as the skin's weight increase tremendously. It is recommended to use a skin healing spell after the spell is over to avoid long term effects. - Overdrive (1 mana)
A spell that severely increases your maximum mana and mana regeneration for a short time. Using this more than once a week is probably a bad idea, but very good for duels or when you're out of mana in a precarious situation.
Summoning
SPELL QUIRKS: Most powerful summoning spells are often mixed spells.
- Pocket Space (7 mana)
A spell that you can use to summon a portal that you can store a small amount of things in. If you cast more than one portal, you can move items from one to the other, however a living thing cannot move through two pocket space portals at once. In other words, while you can put your hand in the pocket space, you cannot make it go out of another portal to touch something further away. Items have no such restrictions, and can be used as proxies. - Spell Displacement (3 mana + the cost of the spell you're casting)
A spell that allows you to cast a spell from further away. You need to see the location in which you wish to cast the spell, but you do not need direct line of sight, and can use spells that gives you a vision of that location instead. The spell becomes harder to cast the greater the distance you wish to cast the spell in. You can also draw runes from afar using spell displacement.
Intangible
SPELL QUIRKS: Can only be used on things that are not solid. This includes liquids, gas, and occasionally but not always, jelly.
- Mana Feel (free)
Can be used to 'touch' mana. Occasionally used to see if something is magical or not. One of the few spells that costs almost no mana to cast, even a human wouldn't feel the mana cost. - Mana Rip (20 mana, cost might increase depending on the complexity of the spell being dispelled.)
Can cause an enchantment or a spell to stop working by disturbing the mana that they use. This spell is incredibly hard to use at a distance even with Spell Displacement, and often requires a good understanding of the enchantment or spell used to make the most of it. - Fire Flare (15 mana)
Make a pre-existing flame burst into a small explosion and then extinguish itself. The spell can be used to put down small fires, but also offensively or to burn some things faster. Can be used to create a semi-instant explosion if cast right after spark, even if there's no flammable object, but not underwater. - Wind Guide (3 mana)
A weak gust of wind you have control over. Has a wide variety of uses, and it's surprisingly cheap in mana. - Spark (3 mana)
Creates a small spark at your fingertip, but it needs something to burn and oxygen to actually create fires. Rarely used on its own. Synergizes very well with fire flare. - Tornado (10 mana, costs increases depending on the speed and size of the tornado you wish to make)
Makes a tornado of a pre-existing gas. The tornado's size and strength is dependent on the mana you put into it along with your proficiency in Intangible magic. The tornado will keep going without your input as long as it's capable of keeping up its own momentum. Can create a typhoon if used on a liquid instead.
Divination
SPELL QUIRKS: Does not show the future reliably. Much better at creating visions and illusions to confuse others instead.
- Analysis (free)
The analysis spell compiles information you subconsciously already know about someone or something and puts it in an easily digestible format. In your case, analysis often turns people into stat sheets. The spell cannot guess things you have no way to know however, and it is mostly a spell of convenience. - Mana Analysis (3 mana)
This spell can detect more accurately the flow of mana within people, spells and enchantment. You can use it to get a general idea of what a spell does as it is being cast, or what a rune may do. Makes mana rip much easier to use as you have a greater understanding the spell you are trying to dispel - Reinforce Belief (50 mana)
Reinforce belief increases the impact of a thought the target is currently having. For example, someone that is thinking of eating something may become voracious after the spell is cast. However, the spell also ends up making the person feel the opposite way of what they were previously thinking, in that example the voracious person may become disgusted at the idea of eating anything.- This spell has been taught by a spirit, and as such should not be taught to other people to respect the spirit's wishes.
- The spell has recently been improved so that the effects are stronger.
- Mana Tracking (15 mana)
Acts as a pseudo-radar that can detect certain types of enchantment or magic if you get their mana signature. It has a 'broad' search that can look for things similar to what you want, or 'narrow' search that will try to find specifically the item you want, assuming you already know its mana signature. - Spirit Sight (10 mana)
Allows you to see and hear some spirits among other hidden beings. Spirits come in all shapes and sizes, and very few are social enough to bother interacting with mortals, but they might just know things you do not. - Perfect Compass (5 mana)
Pick a spot, and you will always know in what direction relative to you that spot is. The spell is cheap to cast, accurate, and is almost immune to magical sabotage, making it particularly useful when dealing with spirits or illusion mazes. Additionally, makes shortcut much more accurate when the two spells are cast consecutively. - Shortcut (10 mana)
A simple spell that can find the shortest path somewhere. Can see through poorly made secret passage too. Works much better with perfect compass. - Bright Sight (15 mana)
Allows you to see in the dark. This works even in pitch blackness with no existing source of light, or in magically created darkness. It also allows you to see past thick fog and better discern some illusions. - Delayed Double (3 mana + 25% of the cost of the spell you're mixing it with, free if you're going to actually cast the spell after the double.)
Allows you to cast a vision of a spell before you actually cast it that can be seen by everyone. Can be used as a feint to trick someone into dodging a fake spell, or to see the potential effects of the spell you're about to cast. The results are not always accurate. - Spirit Link (Not learned yet)
A spell that allows the caster to make a link with a spirit. The spirit must consent to the link, and said spirit can break it at any moment. The link allows free communication with the spirit, with other perks that depends on the spirit. - Garbled Truth (30 mana)
If you think of a word when casting this spell, you will get a quick, dreamlike and often incomprehensible vision related to that word. The visions often have a grain of truth to them, but are easy to misinterpret.
Table's Spells
(I'll only put the description of the spells that aren't already explained above)
- Unseal
- Mana Portal
- Pocket Space
- Remove View
??? - Gravity
A rune that makes everything gravitate towards it, its power scaling with mana. However, things will only gravitate towards the surface of the rune, and not other things around it. For example, a cube with a gravity rune on its right side will only attract things on its right side, while the other sides will not do anything. You can work around this by etching the rune over the entire surface of an object instead. - Body Double
Create an illusion of yourself or someone you know to do something simple. The double is hard to differentiate from you without the use of magic, but a keen observer may be able to notice inconsistencies even without it. - A moment in time
Can 'record' a memory and play it back. This spell has multiple stages of mastery, with the first being sound, the second being sight, the third being touch, the fourth being taste, and the fifth being smell. Full mastery makes the playback very hard to differentiate from reality without dispelling the illusion with a spell. Table only knows the first part, sound. - Mana Feel
- Give Life
- Give Mana
Gives mana to the target, only works by touch, according to Table anyway. - Spirit Sight