Secondary Spells
These spells are in alphabetical order. Thank you.
Call Angel: This is a rather risky spell to use. If it's cast properly, the user can summon an angel's essence to protect an innocent person. But if it's cast improperly, the user will summon a demon's essence to do the opposite. The user becomes vulnerable to negative magic for 3 days. 1 cast per week, 6 White Points per cast.
Call Demon: Again, this is a risky spell to cast. If it's cast properly, the user will call up a demon's essence to cause minor mischief. But if cast improperly, the user gets a migraine that lasts for a week. 1 cast per week, 6 Black Points per cast.
Call Fog: This spell causes a thick fogbank that lasts for 3 hours. But if cast improperly (Heaven forbid!), the user will be unable to find their way home for 3 hours. The user's strength decreases by 5 for 5 days. 2 casts per week, 5 Black Points per cast.
Call Shadow: This spell calls up a cloak of shadows to hide the user when cast properly. But if cast improperly, it will reveal the user to everyone within a 2 mile radius. The user's Black Points become inaccessible for 24 hours. 3 casts per week, 3 Black Points per cast.
Call Specter: This spell summons a specter to impart vital information to the user when cast properly. But if cast improperly, the user will get a splitting headache. The user's White Points become inaccessible for 24 hours. 3 casts per week, 3 White Points per cast.
Cast Beguile: This spell makes the user seem infallible and enchanting to anyone within a 3-mile radius. A successful cast costs the user 5 Strength points. A failed cast costs them 5 White Points. The Strength points are regained within 48 hours, but the White Points must be re-earned. 2 casts per week, 4 Black Points per cast.
Cast Fire: This spell forms a fireball the size of a person's open palm. Once cast, the user becomes vulnerable to heat for 48 hours. There is no penalty for a failed spell. 3 casts per week, 3 Black Points per cast.
Cast Flame: This spell creates a wall of flame 3 feet high when cast properly. When cast improperly, it will backlash on the user and burn their hands. This can be especially useful if the user accidentally cast Ice Javelin too many times. (^_^) 2 casts per day, 4 White Points per cast.
Cast Gloom: This spell leaches 10 HP from an enemy and gives them to the caster. This spell is only permitted in battle, as it can have an adverse effect on the user. The user's Experience points drop by 30 for a week. 8 Black Points.
Cast Harm: This spell causes a target to twist an ankle or sprain a wrist when cast. There are no penalties for this spell as it is inherent. 2 casts per day, ½ a Black Point per cast.
Cast Heal: This spell causes a larger acceleration of a person's natural healing ability. Once cast, the user becomes weak for 24 hours. There is no penalty for a failed spell. 2 casts per week, 5 White Points per cast.
Change Aura: The user MUST be careful with this spell as it can become permanent if it's miscast. When it's cast properly, the user can alter their aura to blend in with a crowd to hide from an enemy. The user is left weak for 5 days. 1 cast per month, 10 White Points per cast.
Change Face: This is an illusion spell. If cast correctly, not only does the user become hidden by the illusion of their choice, but they also gain 50 Experience points. But if it's miscast, not only does the user have to hide, but it nullifies the Change Aura spell AND costs them 5 Points from each Pool. 1 cast per New Moon, 10 White Points per cast.
Gain Trust: This spell causes the target to gain a fair amount of trust for the user. There are no penalties for this spell. 2 casts per week, 3 White Points per cast.
Ice Javelin: This spell creates a 2-foot length of ice as thick as the user's wrist and sends it at an attacker. In a battle situation, this spell can be cast as often as necessary and costs no Points. But the user can catch a cold if they don't have Cast Flame (see above).
Inspire Fear: This spell makes the user appear to be a figure of fright to the target for 24 hours. The user can hide before the target realizes what happened. The user drops 5 Strength points for that same time frame. 1 cast per week, 6 Black Points per cast.
Make Rain: This spell causes a 2-hour thunderstorm over an area that needs it most when cast properly. But if cast improperly, the user will get soaked. The user's Strength decreases by 5 for 3 days. 4 casts per week, 2 White Points per cast.
Poison Gas: This spell creates a cloud of poison gas that affects multiple enemies. But they should test for wind first, because if it blows back into their face, they'll have a hard time keeping friends. The major side effect of this one is that all clouds smell like skunk spray. (*evil grin*) The user's Dexterity drops by 5 for 3 days. 2 casts per week, 5 Black Points per cast.
See Aura: This spell allows the user to see a faint aura around the target for a brief period. Once cast, the user becomes weak and disoriented for 12 hours. 2 casts per day, ½ a White Point per cast.