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How to Kidnap your Princess
Appendix II: Spell compendium

Appendix II: Spell compendium

> [Undying Resilience] - 5th circle spell.

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> Element: Underworld.

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> Type: Soul.

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> Classification: Support. Curse.

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> Target: Self.

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> Allows the body to resist otherwise fatal injuries without risk of death. The enchanted soul will not depart the body for any reason. Mana cost to sustain the spell is based on the severity of injuries. Healing magic effects are greatly diminished while this spell is in effect. The spell can be removed only by the caster or with a higher circle curse removal. If caster runs out of mana while still suffering from mortal wounds the spell will feed upon the caster's soul to sustain itself.

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> [Ring of Conflagration] - 4th circle spell

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> Element: Magma.

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> Type: Evocation.

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> Classification: Attack. Trap.

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> Target: Earthen ground (earth, stone, sand, etc).

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> Enchants the ground around the caster with fire mana, creating an immobile trapped area. Any creatures touching the enchanted ground will trigger a pillar of fire. Caster must pay mana for the trap's upkeep as well as any pillars that trigger. Spell ends if caster loses contact with the ground for more than five seconds or leaves the area of effect.

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> [ Unholy Union (provisional name) ] - 7th circle spell (at least, incomplete diagram)

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> Element: Death (quad-element combination: Fire, Water, Earth, Darkness).

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> Type: Soul.

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> Classification: Curse. Instantaneous. Reversible.

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> Target: Another sentient being.

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> Forcefully removes the soul of a touched sentient being, bringing it into the caster's body. At the same time, splits the caster's soul in half and sends one half to possess the target's body. The target's body is under the caster absolute control and can be moved about as if a second set of limbs. The target soul may be used as a secondary source of mana to feed the caster's own spells but this damages the stolen soul.

>

> This spell is instantaneous and the changes are permanent. If the target body hosting half the caster's soul dies, the caster will immediately become permanent insane and mindless. A second casting of this spell can reverse the swap, taking the split fragment back inside the caster's body and placing the stolen soul in its rightful place. However, if the damage to the captive soul is too much the target will immediately die.

A spell created out of desperation by Aidan to save both his and Lumina's lives. The effect cannot be reversed without completing the diagram, whose only copy was reported stolen. In any case, the huge amount of effort, resources, time and risks the research requires make finishing the spell a daunting task.

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> [ Soul Reveal ] - 3th circle spell

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> Element: Underworld

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> Type: Soul.

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> Classification: Information.

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> Target: Creature touched

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> Reveals a small effigy in the shape of the target's soul image. Displays elemental and mana affinities as spheres orbiting the effigy, making it possible to evaluate with moderate precision the ranking of these affinities. Conditions and damage to the soul are visible in the effigy.

Modified from the 2nd circle 'Affinity Display' spell all students learn during their first semester at the academy, this otherwise general spell was enhanced with the deep affinity of the underworld element with souls. The imagery used to display the damage and the colors of the soul are a point of mystery. The meaning and the codification of these colors and diverse damage conditions is not entirely understood.

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> [Soul Restoration] - 5th circle spell.

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> Element: Underworld.

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> Type: Soul.

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> Classification: Healing. Ritual. Variable output.

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> Target: Creature touched or creatures in the target area of the ritual circle.

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> Restores a moderate amount of damage to the soul. The spell is intended for use as a ritual but can be cast normally for a very small amount of healing. The effect is reduced on older wounds.

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> The ritual requires an assortment of rare medicinal herbs strong in spiritual energy.

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> [ Destroy Undead (Provisional name) ] - 5th circle spell.

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> Element: Underworld.

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> Type: Evocation.

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> Classification: Attack. Support. Area. Variable output.

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> Target: Undead creatures in range.

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> Implodes the magic energies binding undead creatures into their cores, crystallizing all the excess mana and the gathered mana into the core, slightly increasing its size. Guarantees 0% core break chance upon destruction of the undead.

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> This spell uses an enormous amount of mana. Spellcasters below tier-B mana affinity should use it with caution.

>

> The tale has been taken without authorization; if you see it on Amazon, report the incident.

An original spell created at Yutis Royal Academy by cadet Aidan. It was proposed by Princess Lumina of Yutis to rename it to 'Transmute Undead to Money'.

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> [Healing Mist] - 5th circle spell.

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> Element: Sky.

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> Type: Eulogy.

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> Classification: Healing. Trap. Sustained effect.

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> Target: Area of effect

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> Creates a fine glowing mist that can restore damage and restore small missing body parts. Given enough time, a full restoration is guaranteed. Can affect as many people as can fit inside the mist at the same time.

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> This spell uses an enormous amount of mana. Spellcasters below tier-B mana affinity should use it with caution.

An original spell created by Princess Lumina of Yutis. It was noted that the mana efficiency of the spell can be greatly improved.

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> [ Sense Link ] - 3th circle spell.

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> Element: none/universal.

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> Type: Mind.

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> Classification: Enhancement. Information. Familiar.

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> Target: Caster's own familiar.

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> Links the senses of the caster and familiar, allowing them to share their perceptions. Caster does not lose access to own senses, but the double input may be confusing.

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> [ Spell Lock ] - 3th circle spell.

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> Element: none/universal.

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> Type: Metamagic.

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> Classification: Trap. Information. Variable output.

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> Target: A spell construct.

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> This forensic magic locks a spell construct so it cannot be discharged or dispelled. Locked constructs are removed from the control of their casters. The ongoing effects are converted into illusions if they are visible, otherwise, they just cease. The lock uses its own mana to sustain the construct so it won't dissipate. Any dispelling attempt must first overcome the lock. The difficulty to dispell the lock is based on the lock caster's spellcraft skill and the amount of mana spent to cast it. At the caster's command, the spell diagram can be made visible.

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> [Butterfly Step] - 2th circle spell.

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> Element: Mist.

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> Type: Movement.

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> Classification: Support. Buff.

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> Target: Self.

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> Lightens the step of the caster. It is possible to walk on surfaces that would otherwise not withstand caster's body weight. Increases the grip between caster's feet and the floor. Makes it impossible to skid or slip even on wet surfaces. Caster won't disturb the ground, leave footprints or kick up dust. Spell is broken if caster walks on a fluid more than two fingers deep. Spell is broken if caster is carrying a moderate load.

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> [Tailwind] - 3th circle spell.

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> Element: Wind.

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> Type: Movement.

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> Classification: Support. Buff.

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> Target: Self.

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> Controls the air currents to match caster's movement intentions. Increases move speed and reaction times by 50%. Enemies sensitive to air movement can read the caster's moves and predict them.

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>  [Shadowblossom's Veil] - 4rd circle

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> Element: Darkness.

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> Type: Enhancement.

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> Classification: Support. Buff.

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> Target: Creature touched.

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> Wraps the target in a veil of shadows that dims and warps all light around target except over the eyes. Greatly increases difficulty to spot target even when moving. No sound escapes the veil. Target is incapable of speaking. Target can end the spell at will. Veil is dispelled if exposed to sunlight or an equally strong light.

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>  [Sylph's Hands] - 3rd circle

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> Element: Mist.

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> Type: Conjuration.

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> Classification: Support. Utility.

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> Target: Creature touched.

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> Creates a set of invisible hands that can manipulate unattended light objects at the caster's will. Degree of coordination and fine motor movements depend on concentration.

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>     [Lifesight] - 4th circle spell.

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>     Element: Life.

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>     Type: Divination.

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>     Classification: Information. Support.

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>     Target: a Living creature in line of sight.

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>     Grants the caster the ability to "see" all the vital parameters of a creature. The status of health, diseases, afflictions, curses, buffs, debuffs, affinities and the general state of mind are visible. Information and relatively precise information about quantified values like age, height, weight, and body measurements can be known by focusing on that part of the body. The accuracy of measurements increases with wizardry proficiency.

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> [Regrowth] - 7th circle spell.

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>     Element: Life.

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>     Type: Eulogy.

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>     Classification: Healing. Support. Variable output.

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>     Target: a Living creature in line of sight.

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>     Heals all wounds and regrows lost limbs or damaged organs, restoring the body to a perfect state. The regrowth speed is dictated by the extension of damage, the amount of mana used beyond the base cost and the wizardry skill of the caster.

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>     [Magma Pool] - 4th circle spell.

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>     Element: Magma.

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>     Type: Conjuration.

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>     Classification: Barrier. Trap. Variable Output

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>     Target: Circular or oval area in range.

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>     Conjures a pit of magma in an area in range. The depth of the pit depends on the amount of mana invested.

>     [Chasms' Vertigo] - 3th circle spell.

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>     Element: Cavern.

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>     Type: Mind.

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>     Classification: Debuff. Attack.

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>     Target: Group of thinking creatures in range.

>     Causes the target to suffer severe loss of balance and a feeling of being about to fall down as if they were staring down a deep chasm. The caster can choose if targets might fall forward or backward trying to balance themselves.

>     [Ring of Spikes] - 3th circle spell.

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>     Element: Earth.

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>     Type: Transmutation.

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>     Classification: Barrier. Trap.

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>     Target: Circular arc around the caster.

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>     Erupts a mass of sharp, barbed and reinforced earth spikes from the ground covering a circular arc around the caster. Spikes can have any height up to a meter. The caster can decide the coverage of the arc, from just a few minutes to a full circle. The caster can leave gaps in the spikes.

Modified by Aidan from the Ring of Conflagration spell.

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>     [Light Pillar] - 3th circle spell.

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>     Element: Light.

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>     Type: Conjuration.

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>     Classification: Support. Utility. Sustained.

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>     Target: Cylinder of light, up to 2 meters radius.

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>     Creates a harmless cylinder of white light beaming from the point targeted on the ground until it hits either the clouds or the ceiling. The white light is harmless and cannot blind a creature even inside the cylinder. It sheds little light away from the cylinder. It is usual to use this spell as a means of medium-range communication using signals to cast shadows into the cylinder.

>     [Soul Sight] - 3th circle spell.

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>     Element: Underworld.

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>     Type: Divination.

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>     Classification: Support. Information.

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>     Target: self.

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>     allows the caster to see souls. Disembodied undead like ghosts or wraiths is completely visible. The general status, shape, and condition of the soul can be observed. Grants no information about magical affinities.

> [Pacify Thoughts] - 4th circle spell.

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> Element: Thought (Quad: Air, Water, Light, Darkness).

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> Type: Mind.

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> Classification: Debuff. Support.

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> Target: Intelligent creature.

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> Removes all passion and aggressivity from the target's mind. The mental capacity and reactions of target is halved. Target will usually be docile and compliant, obeying any command that does not involve self-harm.

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> [Deathless Ward] - 8th circle spell.

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> Element: Law.

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> Type: Soul.

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> Classification: Support. Curse. Sustained effect. Instantaneous Casting.

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> Target: Another living creature in line of sight.

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> Despite being 8th circle, this spell can be cast in seconds. This spell cannot be cast on a creature the caster wounded in the last 24 hours. Its effects are similar to Undying Resilience. This spell temporarily suppresses Death for the target creature. No matter how grievously injuried the body is, the creature will not die. Mana is drained to sustain this Law according to the injury level of the target. The spell will remain in place until either the creature is healed enough to keep on living on its own or the caster runs out of their inner stores of mana. The spell automatically ends before Soul damage is inflicted on the caster to draw mana.

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