Spell Suggestions 01/03/2018 08:43 PM CST
I was going through my DR folder when I stumbled on a whole list of old spell suggestions I made for the guild back in 2013. I figured it might be okay to repost some by now. I've removed the ones that turned into actual spells. Some may be less appropriate as they were designed back when we had a Negotiation book that was supposed to be based on subtle psychic abilities, rather than a Noematics book.

FABRICATION

Brittle Cage
Creates a crystalline cage around the target(s), preventing them from interacting with those around them until the spell's duration is up or the cage is physically broken. May be used to keep unwanted creatures at bay, or may be cast at a lower difficulty around the mage himself (useful for regenerating and tending, or for keeping creatures from reaching melee while on a route).

Diamondize
Creates a large but lightweight crystalline shield, or enhances the mage's current shield with an extensive layer of clear crystal. Protects better thanks to its large size, and due to its transparency and light weight it is not as much of a hindrance as other shields of its size. The mage may choose to add crystal spikes to the outer side.

Deflection
Cyclic damage reduction. The mage reflexively creates panes of crystal to deflect incoming damage.

Imprison
The mage attempts to completely encase her enemy in a thin layer of crystal. Full success is immobilization. When the foe breaks out, he is still covered with sheets of crystal that hinder his movement for a time, increasing his armor/stealth hindrance.

Splinter
Meta-spell. Thorns effect. When cast, this spell causes other Fabrication spells to become more prone to fracturing, giving them the potential to splinter into shards that lodge into the enemy. Causes a chance of shards when actions are taken against certain Fabrication items/spells, such as hitting armor made by Regalia or any kind of deflection shield.

Shatter
Allows the mage to shatter other Fabrication effects at will, causing serious damage to foes. May specify a delay time to detonation.

Infuse
The mage aligns herself to one of the three moons and creates different kinds of damage capability for her other Fabrication spells. "Upgrades" some physical damage to elemental or maybe even adds extra damage. Xibar = cold, Yavash = fire, Katamba = puncture.

Structural Integrity
Creating delicate shifts in the structure of an object and reinforcing it with careful application of minuscule crystal shards, the mage enhances the speed and durability of his tools.

Malleate
The mage uses [physics unknown] to increase the workability of crafting materials.


ILLUSION

Inundation
Magic vs. Will. The target is overwhelmed with a sudden burst of phantom images. Stuns.

Phantom Foe
The mage creates a duplicate of one or more of his foes, making it appear as though he is surrounded by more than he is. Allows limiting of engagement with creatures. For example, a mage hunting in rock trolls could be facing just one real troll, with three illusory trolls keeping others from engaging.

Illusion of Grandeur
The mage creates the illusion that she is both larger and more deadly than she first appears. Charm vs. Will, AOE immobilization (or other fear effect?).

Illusory Visit
The mage visits a shop and commits it to memory. Later, she may call up an illusory version of this shop, creating an illusion of herself at its actual location, which she may use to negotiate with the shopkeeper. The item she purchases, however, is teleported to her (moons willing), or possibly arrives via regular transport after a delay. She may bond with up to X shops, depending on Utility skill. This seems like a nice way to get one of the major things Traders want out of teleportation magic -- buying from distant locations -- without actually giving them Teleport.

Oversee
Allows the mage to create an illusion of herself within her shop, so that she can monitor for customers, answer questions, and return if more physical help is needed.


NOEMATICS

Absence
The mage creates a psychic field around her that subtly suggests to potential thieves that she makes for a poor target, or even quietly removes her from their strategizing. A contested (Mind vs. Spirit/Will) chance for stealing attempts to simply fail, with large round time and/or significant cooldown before the thief can try again. Also makes Thief Mark ability more difficult vs. the mage.
"These are not the gems you are looking for."

Clarify
The mage enhances her senses and additionally probes her target psychically. +Appraisal. May also be used in conjunction with a moonbeam/starlight to discover and remove impurities from gems/gem pouches.

Refraction
The caster creates psychic pathways that confuse and divide a hostile intellect, turning it back on itself. Reflects mind and/or charm spells back on their caster.

Inspired Rapacity
Strangely, the mage is drawn to creatures who happen to be carrying more wealth. Or perhaps she draws them to her? When the mage is under the effect of this spell, creatures she kills generate more loot and are more likely to draw from the better loot tables (i.e. more likely to draw scrolls, treasure maps, rare items). Not sure if this would already be covered by +Luck.

Blind Luck
Provides a bonus to three skills at random, or two skills at random within the specified skillset. Long cooldown.

Consummate Apprehension
The mage focuses her mind into a single area, honing her ability to constantly seek avenues of success. Somehow, without conscious knowledge of how, the situations surrounding that skill seem to shape themselves in her favor. Bonus to a single skill of the mage's choosing. Alignment to a skill is allowed only once per [long period], spell cooldown may be long.


-- Navesi
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