《New Magic Brothers: A scholar and a tattoo artist walks into a tavern…》[Book 1] Rendezvous 2C: Every Spell So Far
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Total Spells: 31
Rum’s Mental Spellbook
Cool Body
Cools down an individual’s body.
Warm Body
Heats up an individual’s body.
Body Thicken
Makes an individual larger in every dimension by temporarily adding fat and various extra tissue.
Skin Toughen
Makes an individual’s skin harder to penetrate, for instance by means of piercing, cutting or scratching.
Muscles Grow
Makes an individual significantly stronger.
Become Clean
Cleans an individual’s whole body. Cleans clothes or cloth-like items (for instance bags or bed sheets).
Become Clean Skeleton
Cleans an individual skeleton’s bones. Removes dirt, discoloration etc. Typically dirt obtained from not wearing clothes, as skeletons seldom do. Also removes the remains of meat, skin and other tissue still left on them left after the meat suit (body) they used to inhabit pre-undeath.
Renew Clothes
Repairs clothes or cloth-like items (for instance bags or bed sheets). Gives a new appropriate design to the clothes or cloth-like items (for instance bags or bed sheets).
Positive Mind
Makes an individual gain confidence in the future, in others and in themselves, leading to a potentially excessively optimistic attitude that steers the individual’s mind to narrowly focus on the benefits of a situation. Is prone to make individuals become seemingly diligent, brave and short-sighted because of their excessive belief in their own agency and the future. Impedes the expression of particularly negative character traits of individuals, potentially leading to temporary partial personality death.
Restore Mind
Removes effects that impede the efficient functioning of the mind, including diseases of the mind/brain or magical curses.
Clear Mind
Makes an individual more clear-headed. Can make an individual seem more intelligent by making it easier for the individual to engage in intelligence-based tasks such as abstract pattern-recognition and systematic thinking.
Self-Running Legs
Magically takes control of an individual’s legs, and forces the legs to run towards some destination. Is prone to make the individual run beyond their physical capacity, causing them to become severely exhausted and potentially become unconscious from exhaustion. While never witnessed, there is a real possibility that this spell could make an individual run itself to death if the individual is unable to stop the spell.
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Restore Body
Heals simpler injuries, such as broken legs, cuts, scratches and bruises. Removes most of the effects of less severe conditions, such as the common cold, migraines or tired nerves. Effective against blood loss and skin tissue damage.
Filter Body
Makes an individual’s body into the perfect filter for harmful substances. Anything the spell deems abnormal for a body becomes separated from it and is rushed out through available nearby orifices, such as mouth, nose, ears and other openings of the body.
Magical Blanket
Spawns a thin magically sustained layer of see-through fabric that is bound to the casting mage’s mana, draining it very slowly while in existence.
Magical Shoes
Spawns a thin set of magically sustained shoes that are bound to the casting mage’s mana, draining it very slowly while in existence.
Softify
Makes any surface significantly softer to lean on or touch by means of distributing magically sustained fabric that is bound to the casting mage’s mana, draining it slowly while in existence.
Channel Bio-Energy
Instantly burns biological energy, for instance fat and carbohydrates, turning it into freely manipulatable energy, which can for instance be used to make sparks for a fire.
Beast of Burden
Transforms a person into someone capable of pulling or carrying very large items, very heavy items, or very many items. The individual’s strength, and the constitution of their bones, drastically increases at the cost of dexterity and intelligence. The body and mind all organize under the principle of acting like an ideal beast of burden, causing the individual’s mind to focus intensely on their task of carrying. May be used to make slaves and captives more cooperative as the intense focus of the spell may undermine rebellious thinking. There is a possibility that an individual will try to carry something for which their body – not even with magically reinforced bones and muscles – is capable of carrying. And as a consequence, in the worst scenarios; people may even come to crush themselves to death.
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Make Rotten Edible
Restores most of the edibleness of recently rotted food.
Make Water Drinkable
Purifies contaminated or dirty water until it becomes mostly drinkable.
Mana Ghost
Creates a magical body that can study a living being, or the magics of a living being, and convert its essential characteristics into a form of mana known as a “mana ghost”. May briefly paralyze a none-magical person being mana-ghosted, or even a magical person with little control of their own mana.
Disrupt Skeleton
Disables skeletons in a manner that is permanent, but also relatively easily fixable.
Rumalize
Magically estimates a person’s real power level, attributes, and other characteristics of their being. The spell informs the caster of the information through a piece of special magical memory which they have access to, and which they may communicate to other people.
Bony Love
Transforms an undead simple skeleton into a sentient skeleton. The initial personality tendencies of the skeleton will lean weakly towards the personality traits recorded from the 2 wild gnome girls Esmili and Ereisi, but with heavy influences also from the skeleton’s first exposure to other sentient life.
Trinity of Healing
A spell which combines the powers of excellent diagnostics, excellent surgery and excellent medicine, to produce an almost unheard-of degree of healing power on targeted people.
Replenish Skeleton
Feeds the mana reservoir of a skeletal undead, extending how long it can keep on living before it risks dying from mana starvation.
Mana Requisition
Slowly drains another person’s mana and letting the caster absorb it. It’s not deadly, but overcharging the spell can wreck havoc to another person’s mana threads, causing long-term or even permanent (but fixable) damages. Other Spells
Ser-Mokwa
(a.k.a. Mass Divert)
Makes small but significant changes to the trajectory of one or more moving objects.
Rithir Tauthor Dyn
(a.k.a. Witches’ Lightning)
Shoots an arc of lightning. A powerful spell that demands a significant amount of mana and is especially strong against armored foes.
Gar Om Taradin,
Vram Vram Taradin,
Vram Vram Sharadin,
Sharadin Ra
(a.k.a. Psychotic Enmity)
A 4-part chant that curses an individual’s mind, causing them to rapidly descend into a special psychosis where they experience any other people around them as hostiles.
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