Spell Directory

= Spell Directory =

Introduction
This is a list of spells that are currently available for game play. These are  published spells, meaning any galdor can learn them. As spells are used by NPCs in-game, they will be added to this directory.

If you wish to use  any other spell  in RP, you must send your spell proposal to a moderator; they will decide if the spell would be possible, and what spell level it would fall under. If it's approved, it'll be listed here. If your character is writing a spell in-game, you must follow this same procedure and get it approved before your character can publish it.

Wicks, you can't use this page, sorry! Please see the Spoke's Almanac for wick-specific spells.

Varieties
Each of these spells can be cast in a variety of ways. Your caster might have a unique way of casting a spell that you detail in your RP. It is also allowable to tweak the purpose of a spell. For example, Grow might be modified to apply to a certain part of the body only.

Most spells on this list have a  counter-spell. This is true for spells with clear opposites, such as Pull (the opposite would be Push), but also for spells like Melt (the counterspell would restore solidity). For certain spells, such as Wakefulness, the opposite spell is in a different discipline.

Depending on the skill of the caster, spells may be more difficult to break. Countering a spell requires quick action and extremely precise recitation as well as skill and focus.

Spell Levels
Spell levels refer to the difficulty of spells. A Level 1 spell, for instance, is quite easy to cast; any student will be able to perform them. Most adults eventually reach Level 2, where the spells are more difficult and more effective; Level 3 is very advanced. The difficulty comes not only from the complexity of a spell, but from the necessary trust that the mona must have in the caster. This trust is built up over time, so age has something to do with it - even a prodigy student would not have the experience necessary to cast Level 3 spells. Most normal galdori will improve over time. You will find that, as you play, you become capable of casting better and better spells.

Each level builds upon the previous level. At Level 2, every Level 1 spell is improved upon. For example, a Level 2 "Grow" would be able to regenerate more tissue, faster; at Level 3, regeneration of limbs is possible. There are also additional spells that are only available at levels 2 and 3.

Learning Spells
A spell can be learned over time, by either spending time by yourself studying, or through the teaching of a master. Level One and Two spells can be self-taught, but  Level Three spells can only be learned from a Master.

For Character Creation
A starting galdor character may choose any of the Level 1 spells to use, but none of the Level 2 or 3. You will learn more spells as you play. You need not list your spells on your character sheet.

Spell Compendum
This is a list of spells that are currently available for game play. These are  published spells, meaning any galdor can learn them. As spells are used by NPCs in-game, they will be added to this directory.

Introduction

 * Classification
 * Skill Levels
 * Counterspells
 * Variations

State Class Magic

 * Physical Magic
 * How It Works
 * Limitations
 * Spell Examples
 * Static Magic
 * How It Works
 * Limitations
 * Spell Examples
 * Living Magic
 * How It Works
 * Limitations
 * Spell Examples
 * Perceptive Magic
 * How It Works
 * Limitations
 * Spell Examples

Sense Class Magic

 * Clairvoyant Magic
 * How It Works
 * Limitations
 * Methods
 * Quantitative Magic
 * How It Works
 * Limitations
 * Spell Examples

Meta Class Magic
This article discusses in detail each of the most prominent  schools of magic. These schools are blanket disciplines encompassing more specific areas of study. All of these schools of magic are taught at Brunnhold, and within each school there are various degrees of difficulty and power.
 * Theoretical Magic
 * Experimental Magic
 * Anima Magic

Each section defines the type of magic, as well as the applications, mechanics, risks and limitations thereof. There is also a list that details different types of spells one can cast within a given field. Each type of spell has many different spells published under the spell category, so use that as a guide to help you when you're roleplaying spell use.

Keep in mind that discipline classifications represent only the current orthodox theory of Brunnhold's academics, not a universal separation.

Magical Classification
There are three classes of magic: state, sense and meta. These classes are vastly different from one another in terms of spell construction and syntax. Each class is explained on its respective class page.

Within each class there are different disciplines. These disciplines break up spells based on general purposes and targets.

Skill Levels
Skill levels are typically broken up into three "stages" of magical development. Every one of these qualifications apply to  individual spell types  within certain disciplines, so it is possible to be advanced at one spell and merely elementary at another. It is up to you to decide how skilled your character would be, given his or her age, education, focus, determination and intelligence.

Elementary skill  is the level that every galdor learns at Brunnhold. The name is slightly misleading; there is nothing easy or basic about the spells cast by even very young galdori. At this skill level a galdor can manipulate the physical world quite well. Most galdori have mastered the elementary stage of magic. Obviously, the educational years is the time in a galdor's life when they are learning at the most rapid rate. There is an extreme difference in the magic skill of a ten-year-old versus a twenty-year-old, even if they are both considered elementary magic users. The majority of galdori are at the elementary skill level, and remain so for their entire lives; magic users must be at least ten to cast spells. Intermediate magic  is more difficult than elementary magic, typically learned near the end of one's education and studied past graduation from University. Many adult galdori continue to study in order to reach intermediate skill after they have left school. At this skill level, a galdor's understanding of the natural world is tested more than ever. Galdori learn more about the nature of the things they are manipulating; they learn to focus themselves, to meditate, and to achieve a state of calm during spell-casting. This leads to them being able to perform more powerful spells. Most intermediate casters are over the age of twenty, though some prodigies begin a couple years earlier. Advanced magic  is the most difficult level of casting, achievable only with a great amount of drive and determination. Most galdori adults do  not  advance to the advanced level of casting unless their job specifically calls for that sort of mastery. Advanced spells are capable of total manipulation of the natural world as well as parts of the spirit world. Having reached a state of inner peace and balance, advanced casters can begin to explore the monic will. Gaining the trust of the mona allows them to attempt far more powerful spells without fearing retribution, and they have the ability to control the negative side effects that come from magic. Things that would not normally be possible through spells are possible at this stage, even manipulation of the monic order: hiding one's field, suppressing backlash, manipulating ghosts, even temporarily suspending the ability of others to cast. Most advanced casters are over thirty-five years of age; it is impossible to reach this level without many years of study, practice and meditation.

Counterspells
Most spells talked about in this article have a  counter-spell, a spell which reverses the original effect. The counterspell is usually learned in tandem with the original. Depending on the skill of the caster, spells may be more difficult to break. Countering a spell requires quick action and extremely precise recitation as well as skill and focus.

Variations
Any written or published spell generally has several different uses, and in many cases comes in several different "flavors" which can be used to achieve different effects. In addition, many galdori make small adjustments to commonly used spells in order to tailor them to their own casting style, or slightly change the effect of the spell. This page should be used as a guide to the types of magic available, not a strict list of spells.

You may flavor your spells to your own liking. See Casting for more information on phrasing spells in roleplay.

= State Class Magic = State class magic  alters the state of matter. Arranged in terms of field purity, physical magic is the root of the other schools in the state class; static is a subset of physical magic, living a subset of static, and perceptive a subset of living.

Physical Magic
Physical magic is the first tier of state class magic, and controls or suspends the laws of physics, encompassing gravity, light, motion, sound and other universal laws. It also includes the study and manipulation of different forms of energy. To cast a strong physical spell, many years of training are needed to balance the forces within the body; one's state of internal balance is directly linked to the success of Physical magic.

Physical magic is considered the purest form of state class magic. All other state class disciplines have physical magic at their core. The actual change clauses tend to be relatively simple; complexity in physical spells comes from finesse and description.

How It Works
Unlike living and static magic, physical spells do not involve changing the composition of materials. Physical magic requires a masterful knowledge of physics and an innate sense of balance, which is why it is more difficult for younger pupils to master.

The laws of physics exist as a pattern of behavior exhibited by the mona, so physical spells entreat the mona to lay aside those normal behaviors. When the normal laws are put aside, new ones must be written to temporarily take their place. This involves lot of creativity - and a great deal of risk - on the part of the caster. Physical magic is a much more plaintive and lyrical form of magic than most, despite its reputation as 'hard science'.

Limitations
Physical magic's limitations stem mainly from time restraints. It is difficult to maintain any physical effect for significant periods of time, and much concentration is needed to do so. Apart from permanent results of the spell, it is impossible to maintain the desired condition for long.

Bending gravity, light or sound is dangerous, and can result in permanent damage to the senses if the caster does not take care to temper the spell. Spells which manipulate momentum and acceleration can cause major physical damage to living things, as the spell works by pulling and pushing, and often does not take living tissue into consideration.

Spell Examples

 * Gravity spells  weaken or augment the laws of gravity. This can be used in many different ways to achieve different effects. A spell like this can make an object weigh more or less, float in the air, or even fly off into the atmosphere.
 * Weight and size are both considerations for the difficulty of this spell. The more powerful someone is, the easier it will be for them to manipulate gravity; a sufficiently advanced sorcerer can create a wide field of altered gravity and manipulate its strength or even its direction.
 * Side effects: vertigo, motion sickness in those around the spell
 * Acceleration spells  involve positive and negative acceleration, and can slow objects down or speed them up by increasing or decreasing momentum. Sometimes this kind of spell is combined with a static spell to decrease friction.
 * Like gravity spells, the weight and size of the target feature in the difficulty of the spell.
 * Side effects: whirlies.
 * Magnetic spells  work with the tiny magnetic fields in all matter with mass, augmenting or weakening them. With this kind of spell you could cause two objects to repel or attract one another, or even cause the bonds between subatomic particles to lose integrity, destroying bound states and resulting in dissolved matter. With already magnetized materials, this kind of spell can dispel the existing magnetic force.
 * Side effects: teeth aching, vertigo, whirlies.
 * Force spells  create areas of charged particles that can be used as a barrier against physical forces and spell effects. Note that it is impossible to protect against  all  spells with a force barrier, merely the ones that manifest themselves physically at the source caster (not at the target).
 * Side effects: muscle aches for the caster, headaches.
 * Sound spells  create and manipulate sound waves. There are a great variety of ways in which to use this kind of spell, most of them extremely specialized. A practiced sound caster can mimic sounds exactly, whereas someone who specializes in spell warfare might utilize a sound spell to create a sound wave strong enough to blast through solid objects. Other sound spells extinguish sound or warp it to render it incomprehensible.
 * A great deal of study is necessary to manipulate sound well enough to mimic voices and other sounds exactly. Casters who can do this almost always specialize in sound magic.
 * Intermediate skill is necessary for convincing sound manipulation.
 * Side effects: temporary mild to severe hearing loss, ringing in ears.
 * Light spells  manipulate light, and can create light waves or disrupt existing ones. Like sound spells, light spells make up a discipline of their own; many casters specialize in this type of magic specifically, and the most advanced users can create convincing illusions (though perceptive magic is generally more practical for this purpose). Light spells can cause a room to go dark without extinguishing a light source, or fill with light from an artificial source. They can also limit the speed, strength and range of light.
 * Side effects: distortions in the air, bright popping lights in vision.
 * Electrical spells  deal with electrical energy - creating, controlling and dampening it. The caster creates the electric charge and can shape it or grow it in any way. Though this is mainly used for scientific experimentation, it is a useful skill in combat as well. Spells in this discipline can be used to create electromagnetic fields around objects or imbue them with temporary magnetic properties. Electrical magic is closely in line with magnetic magic.
 * Side effects: unwanted or uncontrollable electric discharge, static electricity, teeth aching.

Static Magic
Static magic is the second tier of state class magic and involves non-living organic or inorganic materials and the atomic/molecular composition thereof. This pursuit is considered the best possible kind of magic for warfare, as the ability to control one's surroundings is paramount in conflicts. However, this pursuit also has peaceful applications; many Static sorcerers go on to become great architects, sculptors or scientists. The ability to manipulate on the atomic level is the end result of a lifetime of static study.

How It Works
Static magic works by manipulating the elements and rearranging atoms. It is similar to the ancient practice of alchemy. The simpler a material is, the easier it is to manipulate, unless it is a pure element, in which case the manipulation of atoms themselves is involved. The extremely complex mineral ferrous-monic oxide is highly valued, as it is very difficult to recreate with magic.

Static magic is one of the only schools of magic that can duplicate and manipulate matter in space (the other being Living magic). With static magic, it is possible to redistribute ratios of gases in the air, or increase the size of a certain chunk of mineral, or ignite a fire in the air.

Limitations
While the arrangement of atoms is theoretically limitless, static magic is exponentially more difficult as the molecules become more complex. To achieve many of the more complex static spells, precautions must be taken. There are more side effects to static magic spells than any other spell type, because vast amounts of energy must be expended to rearrange molecules. For example, when "growing" any amount of matter, the other molecules around the source material must transform. This can cause any number of side effects ranging from a sudden thinning of the air to a violent explosion if the caster is not careful.

According to the law of conservation of mass, it is impossible to create matter where there was none previously, or destroy matter that already exists. This is true for magic as well as secular science.

Spell Examples

 * Ignition spells  start fires on flammable substances. When combined with spells that convert nitrogen and oxygen to other gases, this can be used to create flames in the air. Normally this kind of spell manifests itself at the target, rather than shooting out from the source caster, but it depends on what the caster is going for.
 * An ignition spell is simple enough to pull off at any skill level, but there is a risk of self-ignition and burns for inexperienced users.
 * Side effects: like many static spells, this causes visual oddities such as a brief warping of light, flashes of light or sparks.
 * Phase spells  involve thermodynamic phase changes in matter - melting, freezing, vaporization, condensation, deposition and sublimation. This occurs with or without a change in temperature, though obviously any caster would find it taxing to maintain a room-temperature ice cube.
 * Advanced users can achieve ionization/deionization to change matter from a gas to a plasma, though this magic is still heavily experimental.
 * Side effects: apart from unexpected phase changes in surrounding material, this spell often produces warping, sparks and the smell of burning carbon.
 * Temperature spells  decrease or increase the energy within an object. This is usually unsuccessful or harmful if performed on a living thing, as there are too many variables to consider. The most common use for temperature spells is in chemistry.
 * Side effects: no standard side effects.
 * Bending spells  are spells of brute force that split or bend materials from the inside out. They can be quite useful to change the shape of objects or break them into pieces. The stronger the atomic bonds between atoms, the harder this spell is to achieve.
 * Finesse is something that comes with experience. An elementary user might be able to break a strong piece of metal, but an advanced user could fold it into a paper crane shape.
 * Side effects: rapid heating of the air, smell of acid (some say citric, others hydrochloric), sparks.
 * Twinning spells  are used to "build" a material up by duplicating its molecular structure, transforming material around it (even air) and fusing it to the original material. This kind of spell allows for experienced sorcerers to "grow" certain types of matter. The material that is cloned will not always match exactly with the original material if the spell is not very precise.
 * This is a complex spell, usually only attempted in the final years of study.
 * Side effects: considering the massive amount of energy necessary to perform this spell, and the energy that is sapped from the air around the spell target, casters are lucky to get way with sparks and bangs; usually this spell results in temporary airlessness and shockwaves.
 * Fission or fusion spells  break down atoms in matter and re-combine them. With fusion spells it is possible to rearrange the raw atoms left over from a fission spells to form new molecules. Most materials have to be broken down before they can be rearranged, though intermediate or advanced casters can sometimes perform a "clean" transmutation of matter  without  breaking the material down into its molecular components first. For example, a chunk of coal could be turned into a diamond.
 * Elementary users can begin to master this type of magic, but it takes many years of study and focus to achieve perfection.
 * Side effects: warping, numbness in the hands and mouth, ringing noise.
 * Transmutation spells  are harder to master; they change atoms to other atoms, given certain variables. This allows for elements to be changed to other elements. These spells are highly temperamental and often go wrong, which is why they are highly specialized fields.
 * Elementary users often have trouble mastering transmutation, as it involves a different kind of concentration and an entirely distinct spell syntax from fission or fusion spells.
 * Advanced users can in fact transmute materials into gold. However, this is so taxing and time-consuming that most have given up the idea that it's even worth it.
 * Side effects: bangs, flashes, numbness, temporary blindness (rare), explosions (rarer still).

Living Magic
Living magic is the third tier of state class magic and involves organic life forms, including sentient beings. It is primarily used for the purposes of healing and growth, but also has the potential to cause harm to living things. Students who specialize in living magic often go on to be Healers, and must study the body intimately in order to become adept and healing it; other possible careers include botanist, veterinarian, surgeon and many others.

How It Works
Living magic ennervates cells and stimulates chemicals that change living things. Because of the potential for massive, damaging changes to the body as the result of this type of magic, spells have to be carefully constructed with a full, working knowledge of the body. Simple living spells involve subtle but widespread changes, or small, inconsequential changes: stitching small wounds, or giving someone a headache by rapidly decreasing their blood pressure. More complex spells involve intricate knowledge of anatomy and the function of every inch of the body. Only well-trained Healers, the galdori equivalent of doctors, are equipped to deal with this level of skill.

Living spells also affect plant and animal life, and in the same vein, only those who have dedicated themselves to the study of the life form they are working on have the expertise to do complex magic. Simpler living spells might include the stimulation of growth in plants or animals, but only botanists and veterinarians would be able to use living magic to its fullest potential.

At its most extreme, living magic can produce effects that some consider to be unnatural by unlocking the cellular potential in living things.

Limitations
Living magic is limited by biological realities, but what is medically possible by living magic standards far surpasses the secular possibilities of medicine. While it is possible to reanimate dead tissues immediately after death, any tissue decay will cause the brain to be non-functional. Living magic disproves the 'spark of life' theory that life is completely gone once brain activity ceases.

As with all magic, living magic requires concentration, but it also requires some sort of distance from the target of the spell. It is exceedingly difficult to cast living magic on one's own body. Laypeople who have not had healing training often cause themselves great harm by attempting to stitch their own wounds.

Spell Examples

 * Repairing spells  (usually called "tissue-healing" or "bone repair" spells are the most basic building block of healing magic. They bind broken tissue and bone together, or grow new tissue, or instruct the body to repair itself.
 * An elementary tissue-healing spell is not automatic; the healer must know anatomy very well or they stand the risk of growing too  much  tissue or bone.
 * At the intermediate skill level the spell becomes 'smart' and can reorganize cells to their optimum state of health, and is less painful overall, though it requires the caster to be very precise.
 * At an advanced stage, this kind of spell can re-grow missing tissue and bone by speeding up the body's own self-repair process.
 * Side effects: there is usually a great deal of pain on the part of the target of the spell, usually localized but sometimes throughout the body. This pain can sometimes supercede anaesthetic spells. More advanced spells have air-quality side effects.
 * Anaesthetic spells  mostly exist to save the target from pain by shutting down parts of the nervous system that sends pain signals to the brain. There are many different types of spell in this category and most focus on one part of the body, though there are a few "general anaesthetic" spells that render the target temporarily unconscious. A variety called the sleep spell can put the target to sleep with chemicals in the brain.
 * Side effects: varied and minor - air-quality, sour taste, headaches, whirlies.
 * Blood spells  regulate the blood - thinning it, congealing it or removing certain impurities.
 * Side effects: light-headedness and headaches in the target, bitter taste of blood in the mouth
 * Immunity spells  affect the body's immune system. When combined with the introduction of disease, they can either rapidly spread a disease throughout a body or render that body completely immune to the disease, effectively vaccinating it.
 * Side effects: no standard side effects, all minor.
 * Nervous spells  affect the nervous system, stimulating it in various ways. These spells are normally used by healers to check bodily responses, but can be used in combat and for various other purposes; it can be used to tickle, hurt, creep, sting, stimulate, and a great many other varieties.
 * Side effects: varied, mostly olfactory.
 * Sickness spells  induce the side effects of diseases without actually infecting the target with disease. Varieties include nausea, headaches, fainting, sweating, fever, boils and rashes, etc.
 * Side effects: short-lived tinny taste, whirlies.
 * Adrenaline spells  stimulate the adrenal gland and produce short-lived bursts of energy, which can improve concentration and performance. Varieties exist to cause the target temporary bouts of nervousness. This spell can can create a "fight or flight" state in the target, which sometimes lasts for much longer than the spell itself was intended to last. It can also overload the body with adrenaline, causing elation, fainting or nausea.
 * Side effects: whirlies and headaches are common.
 * Draining spells  are inherently harmful and drain the life from a living thing, causing it to wither, age rapidly, or even die. Although there is no "instant death" spell, this spell can in fact kill if used for a prolonged period of time, given the relative strength of the caster.
 * Side effects: to the untrained caster and those around them, severe air-thinning, nausea, wooziness; advanced users can suppress the side effects.
 * Enhancement spells  enhance the body's natural abilities. Eyesight, voice, hearing, smell, taste and touch can all be granted temporarily superhuman strength.
 * These spells tend to function best at an intermediate skill level, though minor and fleeting increases in ability can be achieved at an elementary level.
 * Side effects: rarely, the aspect being augmented will actually be hindered. Red spots in vision or ringing in ears common even in successful spells.
 * Control spells  grant the caster temporary control over the body's motor functions. This is almost exclusively used for harmful intent. Varieties include spells which force movement or induce a kind of temporary rigor mortis or paralysis.
 * Intermediate skill is required for a successful attempt of this kind of spell, given its immense complexity. The better known the target is to the caster, the more successful it will be, though it is not apparent why.
 * Side effects: strong possibility of backlash.
 * Advanced state manipulation spells  are only available at an advanced level of magic; it is possible to put the target into a kind of stasis, wherein life is preserved but metabolism and movement are halted. Used in conjunction with a protection spell, this can effectively save a life in a dangerous scenario. Other advanced state manipulation spells can cause the target to fall into a deep and long-lasting coma, age rapidly, or lose all motor function.
 * Only available with advanced skill.
 * Side effects: many, varied, and severe; typical recorded side effects are electric shock to those around, mingled thoughts with the target, a stringent mouthfeel, air quality reduction, possibility of backlash.

Perceptive Magic
Perceptive magic is the fourth tier of state class magic; it involves the mind, both the conscious and subconscious; it is used to manipulate perceptions, alter thoughts and memories, and affect the senses in various ways. Perceptive magic is technically a subset of living magic, but focused entirely on the brain and its complex workings. It is the most difficult magical discipline in the state class.

Perceptive magic is used mainly in the fields of psychology and psychiatry, philosophy and neuroscience. Its practical applications outside these fields, however, are practically endless. This is due in large part to the fact that most targets of "reading" perceptive spells are not aware of the spell. Someone skilled in perceptive magic could become a diplomat or a negotiator or a politician. Teachers are often perceptive magic users, as they can read their students easily.

Perceptive magic is closely related to the secular philosophy of the mind, and many of the same terms are used interchangeably. Many monic theorists argue that perceptive magic actually bridges sense and state class magic due to its focus on the mind as a separate entity from the brain, and reading spells are indeed syntactically similar to many sense class spells.

How it Works
Perceptive magic is not the mere physical manipulation of the brain. Current scientific theory holds that the mind exists independently from the physical form, and it is this independent substance that is the core subject of perceptive magic. There is an element of brainwave manipulation in perceptive magic, but the most advanced perceptive spells alter the conscious and subconscious mind.

The conscious and subconscious mind can be altered best by spells which are especially descriptive of the individual target; the closer the relationship with someone, the easier it is to manipulate their mind. This school of magic has the closest relationship with the concept of a "true name" - a word of Monite that completely describes an individual's unique existence in the cosmos. Although knowing another's true name is unlikely, a skilled perceptive sorcerer knows how to adapt spells for individual targets using apt words to describe them. Knowing someone translates directly into having power over them.

Limitations
There are no obvious, immediate physical side effects to any perceptive magic spells, though perceptive sorcerers often find themselves suffering from headaches and impaired vision. There is an internal risk of brain damage permanently altered consciousness if the magic is not used responsibly.

Perceptive magic's strength is directly proportional to how well the target is known to the caster. However, in the case of two casters who know each other well, facing off against one another, they could easily cancel each other out by knowing the strengths and weaknesses of each other's spells. As such, this is not considered ideal magic for combat.

As perceptive magic is such a difficult discipline and so closely linked to the physical development of the mind, masters tend to be older than masters of other schools of magic; the more developed the field and the ley lines in the caster's own mind, the better to tap into the mind of another person.

Spell Examples
There are two main types of perceptive spells: reading or interpretation spells (colloquially, "reader spells") and manipulation spells (colloquially, "meddler spells").

Reading Spells
Reading spells  form the bulk of perceptive magic, and allow the caster to understand more about their target. There are dozens of subsets of reading spells. Most physical sorcerers focus on a single type and become very good at it.
 * Emotion  - reading what the target is feeling. This is often useful in discerning lies or truths.
 * Memory  - accessing specific memories and interpreting the brain waves into images and sound
 * Allegory  - reading what significance something has to the target, or if there is no significance
 * Intention  - reading minute cues that indicate a decision being made or a near-future action
 * Reaction  - reading a target's internal reaction to stimuli, especially in situations when the target is intentionally obscuring their physical reactions
 * Subconscious  - reading subconscious cues that the target is not aware of; for example, you might be able to tell that the target is reminded of childhood abuse by external stimuli, while the target remains unaware of the connection but reacts accordingly
 * Sensory  - reads the sensory signals being picked up by the brain; can be used to experience whatever the target is experiencing

Manipulation Spells
Manipulation spells  control the mind and consciousness of another person or people. This is not complete control by any means, but it is significant enough to be used for harm, and most institutions frown on the use of these spells without the knowledge and consent of the target.
 * Control spells  harness the brain's control over the body. This type of spell has a wide variety of uses and applications, both positive and negative. For example, one can make one's target duller or more alert by changing the flow of chemicals in the brain.
 * At an elementary stage, it is nearly impossible to perform a spell that gives one any meaningful control over a target's motor functions. At an intermediate stage, it is possible to perform this type of spell with finesse, but it can be countered by a strong-willed target. At an advanced stage, complete temporary control over a body is possible, but the spell must be actively maintained. It is against the law for anyone but a trained professional to control another galdor's body against their will, outside of the context of school.
 * Sensory spells  augment or impair the brain's awareness of sensory information. Sight, smell, hearing, taste, touch, balance, temperature, pain, direction, seance, and caprision can all be hijacked to impart false information.
 * It is difficult to meddle with seance and caprision in arcane beings, as these senses are much stronger with field development.
 * The ability of this kind of spell to fool the target, and the length of time for which it does so, scales with the strength of the caster.
 * Definition spells  alter incoming information that a target is receiving. For example, a target sees a red ball; the caster forces them to define the red ball as a blue ball, altering their perception of it.
 * At an elementary stage, this spell is useful only for temporary false perceptions; once the spell has worn off, the target's subconscience will return the correct information it perceived.
 * At an intermediate stage, it is possible to convince the target of the false definition permanently; their subconscious will not return the correct information once the spell has worn off.
 * At an advanced stage, this can be used to create vast illusions, but the spells must be very complex. Spoken in chorus this kind of spell can be incredibly strong and disorienting.
 * Learning spells  impart information and temporarily alter the memory. These spells are highly specialized for the information necessary, and generally leave a temporary imprint of information: an image, a noise, a message, and so on. It is up to the target, if they are benefiting from the information, to commit it to memory after the spell has worn off.
 * The more complex the information, the longer and more difficult the spell will be.
 * Around the intermediate skill level, casters can begin to siphon their own memories for implantation in others. This saves them the effort of "coding" the information into the spell itself, and can let the target see what they see (or hear, or smell, etc). However, there is a slightly increased risk of brain damage when doing it this way.
 * Priority spells  distract the target; they make the target change focus when taking in information. For example, if the target were to walk into a room and see a man standing in the corner and a table in the center of the room, the man in the corner could force the target to perceive the table on a conscious level and the man only on a subconscious level. This is a different approach from the definition spell, which changes how the target defines information, priority spells can make the target ignore information entirely.
 * Obviously, the more compelling and obvious a thing or event is, the harder it is to get the target to ignore it. Sufficiently advanced users can make unlucky targets oblivious to a vicious tiger attack, but beginners often overshoot this spell, making the target perceive them all the more clearly.
 * Instinct spells  affect the target's basic instincts. These spells are normally divided into conscious and unconscious. With a conscious instinct spell, one can compell the target to take or delay action, consider a set of variables they might not have considered, or hesitate on a decision they would normally make easily. With unconscious instinct spells the target can be made to have an arbitrary fight-or-flight reaction ("survival mode"), even be rendered unconscious as an evolutionary reaction to that fright; other instinct spells can create artificial desire for sustenance, sex, or shelter among other things. Temporary phobias can be simulated in some.
 * These spells are quite complex and often fail if the caster doesn't understand the target's personality well enough.
 * Analogy spells  can alter the significance of an object or event to the target by magically comparing it to something significant in their life, like a memory. This can force the target to attach emotional or psychological meanings to objects or events that they would not normally consider relevant. They can also cause the target to remember certain past events, if the caster has knowledge of those events.
 * As with most spells, this kind of spell can fade over time if not properly administered by an advanced user.
 * Maintenance spells  affect the ability of the target to maintain mental stability when faced with changing conditions. This can be used to augment this natural ability or hinder it. Generally, it is used positively; a maintenance spell will allow the target to process exciting or traumatic information or parse rapidly changing inner or outer conditions. It is used to calm targets down - or, sometimes, to agitate them to the point of mental breakdown.
 * Metacognitive spells  primarily affect the way the target thinks or feels about themself; they affect the subconscious mind, implanting thoughts or ideas that the target will only later become aware of on a conscious level. This type of spell is significantly advanced and often has no effect if cast by an inexperienced sorcerer. As effects are slow to surface and often subtle, there is a good risk of spell wear-off in the interim. But metacognitive spells are deceptively powerful, and over a long term can cause madness or deprive the target of free will. There are some advanced metacognitive spells that can cause a waking version of night terrors in the short-term.

= Sense Class Magic = Sense class magic  involves knowledge gleaned from arcane sources and encompasses clairvoyant and quantitative magic. There are no physical manifestations of this knowledge inherent in sense class magic, but often state class magic is employed to manifest the results (using a leybridge).

Clairvoyant magic
Usually called  scrying, clairvoyance is a magical discipline used to divine answers to questions. As a blanket term, it normally precludes quantitative magic, which is seen as a separate discipline despite functioning on many of the same principles. It is related to perceptive magic for its focus on the mind. However, whereas perceptive reading magic has to be within close range of the target, clairvoyant magic can divine information that is not readily available or even reachable by normal means.

How It Works
Clairvoyant magic is sometimes seen as a softer discipline than the other fields of magic, because the answers it provides are very often vague and not always accurate. Modern scrying incorporates Physical magic to improve accuracy. Currently, scrying is used mainly for long-distance communication, though it is sometimes used for information-gathering purposes.

Scrying involves two parties: the  scryer  and the  witness  (or  recipient  if the spell involves communication). The clairvoyant spell in question establishes a link between the two parties so that information may be transmitted. Multiple recipients are only possible with sufficiently advanced skill; multiple witnesses, however, make information easier to gather.

Information-gathering requires a sentient witness to be present. If the information being gleaned is a specific setting, action, or event, at least one target must be present. This target may be anonymous; clairvoyant magic searches them out and creates a link between the mind of the target and their own mind.

After the initial spell is cast, the scryer will be able to perceive an image or a sound and transfer it to a medium. This image or sound is interpreted through the scrying spell, and appears in the medium as an aid to the scryer, who would have difficulty interpreting the image or sound solely inside their mind. Different sensory information can also be transmitted by the spell, including but not limited to sight, sound and smell; the recipient could be aware of any of these things, depending on what the scryer wants them to perceive.

Clairvoyant spells must be spoken and then upkept by the caster. The spell ends when the link is broken by either the scryer or the recipient.

Depending on the method used, the information transmitted by a scrying spell might be perceived by an outside party; the medium used will transmit sound and light indiscriminately and anyone present may listen in. However, if a seer stone is used, the voice sent out to the recipient will only be audible to the receiver. This is why seer stones are so popular.

Accuracy
In essence, scrying is the act of  receiving information based on a lead. In order to observe anything, the caster must know a certain amount of information about the situation already. The minimum information is a destination for the spell. Knowledge of any of the other variables in a scene is a bonus; it improves accuracy and enhances the visions produced. Similarly, a multitude of targets will provide a stronger vision than only one. The more well-known the target is to the scryer, the easier the spell will prove - unless, of course, the target can block the spell.

However, if little is known about the situation or the recipient, the results will not be as reliable. Scrying can produce false results as easily as it can show the present. The scryer's own expectations and prejudices can be seen in scrying, which is why most galdori obtain the services of an impartial scryer whenever possible.

Security
As scrying is rather difficult, and can be inaccurate, widespread surveillance is rare. This, too, is limited by the connection one galdor has with another; if the relationship is strong enough to provide a perfectly accurate image, the target may become aware of the scrying spell and can counter it with a spell of his own if he is not comfortable with it. This is some of the only magic that remains strong even at great distances.

It is possible to spy on a scrying spell by two methods. One, the galdori can directly observe the spell of another through subterfuge; two, he could in fact use a scrying spell to observe the other spell being cast. There is significant image degradation, but in the past this weakness has allowed for spying. Currently, more covert methods of scrying are being experimented with to prevent this.

A galdor could prevent themselves from being scryed upon by the same method used to confuse their field. This can help to prevent internal spells from being worked upon them (like scrying) but not external spells. Obfuscation confuses the mona so that they do not want to report upon the individual's activities; they blur out the target as well as their surroundings, so the scrying image would be lost. This sort of defense cannot be kept up forever, but neither can a scrying connection.

Methods
Many hundreds of scrying methods exist and new ones are developed every year. Each of these methods has strengths and weaknesses. The only constant in these variations is a Monite clause referred to as the  invocation, which is the foundation of all scrying methods. This clause opens the communication channel, either one-way or two-way, so that information can be transmitted.

Most galdori keep special scrying equipment in their house. Although common mediums can be used for scrying (even the water in a rain puddle or the smoke from a fireplace will do), galdori like to add an element of ritual to the spell to pay homage to the mona. The most common (and most polite) form of scrying is aquamancy, as it is convenient, cheap and not messy. Portable means of scrying, such as seer stones, are popular but expensive.
 * Aquamancy:  Scrying through a water medium, usually within a mirrored bowl. This is a very old style of scrying, requiring a visual interpretation of images. The visions produced are very clear, but sometimes inaccurate.
 * Fumimancy (or Smoke Reading):  Scrying through a smoke medium; a favorite style among wicks. This style tends to be quite accurate in terms of information, but the visions are extremely objective. Requires two casters, and is dependent upon vision to interpret images.
 * Incaustomancy:  Scrying through an ink medium, usually on a flat surface. The ink used for this particular style is made from carbon, thought to be one of the purest elements. This style undoubtedly has the clearest picture, invokes some sounds, and discerns color, but it is rather difficult to learn, and requires a trio of casters to perform. The visions produced must be interpreted visually, but the sounds and colors are perceived within the casters' minds only.
 * Crystomancy:  Scrying through a crystalline or stone medium. The vision has clear colors, and a hint of sounds, but requires multiple readers to discern the fragmented images within the crystal. The caster must include these readers in his/her original scrying spell.
 * Radiomancy:  A new style of scrying, mainly used by scientists. Information is interpreted into radio signals which are recorded and interpreted by electric devices. This style was developed to greatly improve accuracy, but there is a lot of nuance lost in the way the machine parses the information.
 * Ossimancy (or Bone Reading):  A small handful of bones, tossed onto a ritual plot, can give a very accurate picture of the present. However, the interpretation of the spell is often difficult and unclear. The bones tend to be very poetic. This style requires one caster and a great deal of spellwork; it is popular among wicks, but galdori tend to eschew it for being barbaric.
 * Tactimancy (or Sand Reading):  A non-visual style of scrying involving a granular medium such as sand or earth. The seer's spell causes the sand to give a tactile response to questions. This method is relatively accurate given enough training, and can sometimes give unexpected or additional answers to questions even if they were not asked directly. Popular among the blind.
 * Cognomancy:  Primarily used by advanced scryers, this method involves no visuals, but images and sounds are projected directly in the caster's mind. This can be incredibly accurate, but is the most difficult of all scrying methods, and takes many years of practice. The downside to this method is the enormous mental toll it takes on the scryer; the upside is that no one else need be made aware of the clairvoyance in progress.

Quantitative Magic
Quantitative magic, a vastly more accurate subset of clairvoyant magic, involves numbers and measurements. It is a subset of Perceptive and Clairvoyant magic that conveys questions about the natural world and manifests answers directly within the caster's mind; many machines and devices have been invented to record the answers to Quantitative spells, which are always phrased as specific questions. Quantitative magic is used mainly in the sciences, where it can shed light on complex questions involving scientific experiments, but is also useful in any situation where measurements must be taken.

How it Works
Quantitative magic works by harnessing the senses of the caster and sending them into overdrive for a very short period of time. This results in scientists occasionally learning things they did not specifically ask to know.

The answers to questions appear within the caster's mind, and the caster records the answer. In the past, this was the primary way that scientists gleaned answers to complex questions, but in modern times Quantitative magic is often mixed with Static and Perceptive magic to build devices to record the answers given. These devices are powered almost entirely by the caster. A very simple example of such a device would be a graphite needle that moves up and down to record electrical current; the caster directs the needle using Static magic, simultaneously recording the current with a Quantitative spell and outputting the results into a Perceptive spell that functions as a variable in the Static spell.

Quantitative has a steep learning curve, as the variable language often involves elements of both Perceptive and Clairvoyant magic. It is considered one of the more difficult disciplines for its complexity. As one becomes more adept at Quantitative magic, the accuracy of the measurements taken improves drastically. Early Quantitative students begin by taking simple measurements; at its most advanced, Quantitative magic can measure on the molecular level.

Limitations
The answer being sought is always centered around a physical body that is present at the time of casting, i.e. perceivable by the senses. For example, it would be possible to learn the distance of a star to another star while observing those stars; it would  not  be possible to learn specifics about stars that are not currently visible in that hemisphere.

However, it is not necessary to be able to  see  the measured object, as long as it is perceivable by other means. A buried object resonates depending on physical quantities, which can then be measured. However, increased visibility and proximity are very helpful, and will increase the accuracy of the spell.

For a Quantitative spell to work, the average caster must have a strong concentration and be relatively free from distractions. Oddly enough, Quantitative magic is the one branch of magic that does not have any side effects to speak of when cast, and there have been no recorded cases of backlash when a Quantitative spell is brailed. Science has been unable to explain this phenomenon, but it is theorized that this is because Quantitative magic has no out-of-body manifestation to speak of.

Spell Examples

 * Measurement equations  measure weight, density, volume or height/length/width of a physical body.
 * Distance equations  measure the distance between two points in space.
 * Electrical equations  measure electric charge, current, voltage and resistance.
 * Force equations  measure speed, rate of acceleration, pressure, etc.
 * Kinetic equations  measure temperature, momentum, magnetism, gravity, etc.
 * Light equations  measure light - the movement and behavior of photons.
 * Wave equations  measure waves, such as sound waves or radio waves.
 * Leymancy  measures the mona and ley lines - their resonance frequencies, movements, tendencies, etc.

= Meta Class Magic = Meta class magic  is magic that involves the study and manipulation of magic itself. It is immensely complex and allows for the study of the mona and their responses to spells. This is a highly specialized class mainly pursued by monic theorists and experimental sorcerers.

Theoretical Magic
Theoretical magic  is the magic used in monic theory, which studies the behavior of the mona along ley lines, the makeup of fields, the effects of spells (intended and unintended), and more. This discipline involves a lot of skill in advanced mathematics and quantitative magic. Theorists write their own spells to test theories and stretch the limitations of magic as far as possible, take measurements to observe how different spells affect different targets, and come up with theories on how the mona function in the wider universe.

Experimental Magic
While theorists are focused on theory,  experimental  sorcerers are focused on the practice and application of new spells. This school of magic is where the most spell discoveries are made. While theorists often grumble that experimental sorcerers get all the glory for merely testing spells for which the theorists laid down all the groundwork, experimental magic is in reality a very difficult discipline involving complete knowledge of Monite and precise spell syntax. It is also very dangerous.

Anima Magic
The smallest discipline of magic is known as  anima magic, and it involves working spells on oneself rather than a different target. While it is possible in many circumstances to cast spells that target a part of one's own body, it is usually impossible to cast spells that alter consciousness or one's own body makeup, because the side effects would be magnified exponentially and there is a great danger of brailing. Anima magic allows self-focused magic.

Anima spells attach themselves to other spells from other classes and disciplines. The "anima clause" works as a special type of leybridge.

It is highly difficult to master any anima spell; to attempt one requires an advanced knowledge of magic. The most common anima spell involves suppressing one's own field. Normally, the field can be contracted, but not to an extent that would make it unnoticable. Skilled galdori can conceal their fields entirely with the use of an anima spell. (Prolonged use of this spell causes a great deal of damage to one's relationship with the mona.)

The highest goal of anima magic is the search for the sorcerer's true name. Anima spells must be tailored  exactly  to the galdor in question, and therefore knowledge of one's true name is  absolutely  necessary for these spells to work.

Forward: About "Push" and "Pull"
The most basic spell at any level is a Push/Pull spell. This spell has a variety of uses in everyday life, and it is one of the only spells that is acceptable to use for things other than the Noble Uses of magic. It is a single syllable, and therefore convenient to cast.

Its function is movement; in its raw form it can be used to move objects from place to place. At Level 1, it is restrained to more obvious things (such as lifting a chair). As levels progress, the spell can be used for increasingly complex movements. A talented sorcerer can use Push or Pull to make very tiny, subtle adjustments to clockwork, or pull the juice from an orange, or even make a carving in wood by moving the molecules of the wood around.

The words "push" and "pull" are used synonymously.

Living Magic

 * Grow:  Speeds up tissue growth on any plant, sprouting it out wildly.
 * Heal Tissue:  Regrows damaged tissue within a small area. On larger wounds, this spell is usually cast in succession until the entire problem is healed. It is a slow process but becomes more effective with level.
 * Stitch Wound:  Closes an open wound. This is usually used in conjunction with Heal Tissue.
 * Congeal:  Slows blood flow and encourages clotting. Used to stop blood loss, but can be quite painful to endure.
 * Immunity:  Boosts the immune system of a target, making it more difficult for them to become ill from natural diseases or succumb to poison.
 * Wakefulness:  Awakens the target from sleeping, or even a coma. Very unstable and not always successful.
 * Skin Crawl:  Stimulates the nerves in the skin, giving the heebie-jeebies, or the sensations of bugs crawling over them for a few minutes. A variation,  Tickle, is less severe and easier to cast, and is sometimes used by younger students as a prank.
 * Pain:  Stimulates the nerves in the skin again, but much more intensely, causing actual pain for around ten seconds.
 * Sting:  Stimulates the glands to produce painful, stinging welts. Variations include  Boils ,  Weals ,  Lashes  and  Pox.
 * Nausea:  Plays with the gag reflexes of a target, causing them to suddenly lose their lunch.
 * Adrenaline:  Increases adrenaline flow in target, making them temporarily a little more physically capable.
 * Anesthetic:  Decreases the energy in a target, making them temporarily more sluggish. This spell is commonly used in medicine.
 * Wither:  Causes an organic life form to shrivel as all moisture is sucked from it. Can be used on people, but not very effective at Level 1; increasingly effective as the caster progresses in level.

Static Magic

 * Hydrosmosis:  Controls the flow of water in a given area, but only an amount of water at a time that would weigh about 4x of the caster. (You could curve a stream or a small river, but if a dam breaks in front of you, you're probably still toast.)
 * Airlessness:  Removes the oxygen content from a particular area. Not effective in open spaces, but can also extinguish flames.
 * Break:  Cracks a hard material, such as metal or stone. Depending on the size of the object, this can require a pair of casters to be done at a low level.
 * Clean Air:  Counterspell to Poison Air, also freshens and cleans filthy air.
 * Bend:  Curves materials to the caster's liking. More massive objects require more casters.
 * Melt:  Reduces rock or metal to a molten state. Slow acting, and ineffective against large quantities of material, unless a great span of time is put into the effort.
 * Adhere:  Causes an object to "stick" to another object.

Physical Magic

 * Levitation:  Suspends the pull of gravity around a target. It has a limited scope however, and might pull on surrounding objects as well. Different from "push" because it is not straining against gravity but rather suspending it altogether.
 * Momentum:  Speeds up a moving object. Can have a few nasty effects if used on a living thing, usually ineffective on people.
 * Slow:  Opposite of above, slowing a moving object. Can have a few nasty effects if used on a living thing, usually ineffective on people.
 * Stillness:  Stops the movement of an object entirely. If used on a living creature, it does not cause the complete effect, but the target will feel a substantial pull.
 * Wall:  Creates an invisible wall of force about 6 ft high and wide that can stop objects. Once created, the wall will not move unless dispelled, and will dissipate after the caster removes their concentration from the wall.
 * Lumination:  Create a bright light that fills the darkness. Different casters have different styles - the patterns and colors of the light vary.

Perceptive Magic

 * Sleep:  Induces unconsciousness in a living target, but usually is short-lived.
 * Dullness:  Slows the brain synapses, and makes the target react a little slower, making their thoughts feel fuzzy.
 * Persuasion:  Lowers the mind's defenses to trickery and lies.
 * Hunger:  Makes a person feel ravenously hungry. At lower levels it merely makes the target's stomach grumble, but at a higher level of skill this spell can cripple someone. A benefit to this spell is that it has very few side effects.
 * Satiety:  Makes the target feel neither hungry or thirsty. Handy for long stretches of traveling. Limited duration, however.
 * Depth Perception:  Interferes with a target's depth perception, making them think that objects are either closer to them than they believe them to be, or further away.
 * Olfactory Assault:  Causes the target's sense of smell to become incredibly sharp. However, when used in foul smelling areas, can cause a range of effects from severe headache to nausea.
 * Auditory Assault:  Causes the target's sense of hearing to become very sharp. When used in crowded or noisy places, can cause intense pain, and possibly even bleeding from the ears.
 * Quiet:  Creates a small circle of silence around you, allowing you to converse without being overheard. Lasts a short while.
 * Minor Infatuation:  Your spell causes your target to become momentarily infatuated with you. Duration lasts until you, or the target, falls asleep. Can be counteracted and can break at random.
 * See:  Even if you are blinded, this spell will allow you to see beyond whatever is limiting your vision. A few minute's duration, but the visions can be slightly inaccurate, as the caster's own perception of the truth can alter what he or she sees.

Level Two Spells
Level Two contains all the spells from Level One, but augmented to be more effective and longer-lasting. These are additional spells you can learn at Level Two:

Living Magic

 * Hibernate:  Causes the metabolism of a living target to slow substantially. In people and animals, it causes the breathing and pulse to also slow dramatically. While under this spell, the target uses very few nutrients.
 * Infertility:  Disrupts the target's ability to reproduce. This spell is particularly shaky, because it is short-term, could create permanent infertility, or could simply just not function at all.
 * Healing Force:  Your mona are able to knit together the most grievous of wounds, bringing people who are mortally wounded back from the brink.
 * Alioe's Eye:  Gives the caster the ability to see long distances, as long as there is a line of sight.
 * Rigor:  Simulates rigor mortis in living tissue. Makes the target's ability to move barely possible, if at all. Limited duration.
 * Ashes:  A burst of ashes is expelled from the caster's hands, and can be used to temporarily blind or obscure someone's vision. A quick-cast spell.
 * Bristle:  Cause a nervous reaction in your target. His hair will raise and his adrenaline will be spurred on, causing him to encounter a fight/flight instinct. This spell has almost no discernible side effect.
 * Deep Vision:  Your eyes become adjusted to the darkness and you can see even in the blackest of pits. Causes a glow to emit from the eyes.
 * Vocal Augmentation:  Your vocal cords resonate at superhuman frequencies, allowing your voice to be heard from very far away.

Static Magic

 * Metamorphosis:  Changes one material, molecularly simple, into another. Can be used to "vanish" objects by turning their molecular components into oxygen or other invisible gases. Has hundreds of subsets of spells geared towards different materials.
 * Conflagration:  Creates a controlled explosion towards an area. Chances of misfire or backlash are possible.
 * Fulmination:  Sends a controlled electrical burst towards the target. Chances of misfire or backlash are possible.
 * Immolation:  Causes a chemical reaction which results in flame, or directs existing flame. Chances of misfire or backlash are possible. Extremely difficult to control.
 * Magma:  Sends a controlled stream of molten particles towards a target. Can be dodged and blocked with a variety of spells, but is quite quick to cast, and therefore is a favorite among duelers.
 * Poison Air:  Fills the air with poisonous gasses which cause the target to feel as if they are burning from the inside. Chances of misfire or backlash are possible.
 * Frostbite:  Causes a sudden, drastic drop in heat around a target, enough to cause ice to form even in springtime, causing some physical harm to organic creatures as well. Chances of misfire or backlash are possible.
 * Duplicate:  Duplicates material. The more chemically complex the material, the more difficult the spell. Can be used to make certain things larger with enough careful spellwork.

Physical Magic

 * Invisibility:  Unlike the wick spell, you render yourself completely unseen, moving or no. Duration is limited to a few minutes and your field can still be felt. This is achieved by bending light.
 * Fall:  With a variation of a Levitation spell, you can slow the fall of any object, including yourself.
 * Soundwave:  A powerful wave of sound can blast through solid objects. Side effects: a total silence falls, and the air becomes cold and thin. The soundwave itself is silent. For a good example of this spell in action, read this.
 * Barrier:  Creates a "cap" on any force, including sound and light. This unique spell disrupts waves and particles and can be used to block spells. It is quite strong and difficult to cast. When counteracting Soundwave, the spell reverses the effect of the displaced sound, causing the spell to lose its physical force but regain its deafening sound. This sound is then enveloped in the new temporary sound barrier.
 * Split:  A tremendous gravitational force splits simplistic elements in half, often causing the breakdown of their molecular structure. Incredibly difficult to cast, but still possible at Level 2. At Level 3, more complex things can be broken down.

Perceptive Magic

 * Truth:  You can tell if someone is lying. This works on even the most skilled liars. The spell is short-lived and can be countered at Level 3. In some variations, this spell can prompt the target to speak the truth, but this is not always reliable, and this effect can be resisted with the proper mental conditioning.
 * Suggestion:  Puts thoughts into the mind of a target. Must be within close proximity to target. Spell is weakened or strengthened depending on the willpower of the target to resist it.
 * Terror:  Causes artificial terror in the target. Chances of misfire or backlash are possible. Also, a rather difficult spell to learn.
 * Calm:  Create an overwhelming sense of calm and peace in your target. They forget their worries and fears, and accept the world as it is. Limited duration, can be resisted.

Miscellaneous

 * Counterspell:  The caster may direct their energies to make sure that a spell misfires, goes wrong, or does not occur at all. This is differentiated from a normal counterspell in that it is a one-size-fit-all spell that works against most conventional magic.

Level Three Spells
Level Three contains all the spells from Level Two, but augmented to be more effective and longer-lasting. These are additional spells you can learn at Level Three:

Living Magic

 * Reanimation:  Reverses brain death. Must be used on the target within three hours of brain death.
 * Stasis:  Causes every molecule inside the target to freeze, stopping all metabolism and movement. The subject effectively becomes as hard as a rock, and just as hard to damage. Lasts several hours or until broken. Considered a beneficial spell, used to protect casters who are under duress.
 * Paralysis:  Locks up the mona in a living being completely. Breath stops, but life is preserved. Considered an offensive spell because the effects are incredibly painful, as mental functions remain. Difficult to break. Lasts several hours.
 * Silence:  Cause your target to lose his/her voice for a significant period of time. Possibility of backlash, which would render the caster unable to cast any more spells.
 * The Shun of Imaan:  The target begins aging at an extreme rate, temporarily. Depending on the time of the casting, a person can age several years, or wither into a crone. In the most extreme cases, the caster reduces the target to a mass of rot. Almost guaranteed backlash of some sort. A very dangerous spell only attempted by the most advanced galdori.
 * The Touch of Naulas:  Requires the caster to physically touch the target. The target experiences a deep chill, and then falls into a deep sleep, which quickly results in a coma. Within a few days or so of the spell, the target's life simply gives out, killing the target. However, if the target recieves healing within this time, they will recover, so it is in the caster's best interest to keep the prone target away from help. This spell is almost guaranteed heavy backlash, including wracking pains, internal bodily problems, and sometimes falling into the same condition as the target. The Touch of Naulas is rarely ever employed, and for good reason.

Static Magic

 * Detonation:  Causes a huge, controlled explosion, capable of destroying a simple building of medium size. Chance of severe backlash or misfire.
 * Inferno:  Causes the air particles of a wide area to charge with energy, causing a giant eruption of high-heat flame. Chance of severe backlash or misfire. Once cast, extremely difficult to control.
 * Electrical Storm:  Causes electricity to lance out from the caster in all directions, scorching everything nearby. The radius is determined by willpower and emotional duress. Chance of severe backlash or misfire.
 * Hulali's Wrath:  Causes all the moisture in any given area to freeze powerfully. The smaller the area, the more powerful the effect. A wide area of several miles could cause the temperature to drop 20 degrees. The area of an individual could freeze a person solid. Chance of severe backlash or misfire.
 * Bash's Fury:  Causes an intense earthquake. As above, the strength is determined by the affected area. A wide area of several miles will experience a slight trembling, while a small area can cause a huge chasm.

Perceptive Magic

 * Horrors:  Makes the target see nightmarish images of their worst fear. Notoriously difficult to actually cast, unless the caster knows a distinct fear that the target has. Also has a risk of backlash.
 * Read:  Gives the caster some insight into the target's mental functions. The target can feel something probing through their mind, and generally have an idea of what is going on.
 * Invade:  Gives the caster temporary control over the target's physical functions. This spell is short term, and with enough force of will, can be broken.
 * Postcognition:  Makes the target remember past events. Notoriously difficult to cast, unless the caster has some inkling about the events which are in question.
 * Instability:  Completely upsets the mental functions in a target. Short duration. Possibility of backlash.
 * Psionics:  Cause your target's mind to go haywire for a short period of time, resulting in a loss of brain and will control. May cause your target to be temporarily capable of doing magic. Random paranormal occurrences may be the side effect.

Miscellaneous

 * Confuse Field:  Your magical field becomes scattered, allowing you to pass for a nonmagical being. This spell requires intense concentration and its duration is limited.
 * True Name:  The True Name ceremony is immensely complex, and only after mastering Level 3 is it possible to begin the ritual. After it is completed, the galdor will know his or her true name in Monite, and thereafter will be able to cast spells without speaking Monite. The galdor's power will also increase after finding his or her true name.

Scrying Methods

 * Aquamancy:  You can scry through a pool of water, or a puddle. The visions are very clear, but sometimes can be inaccurate.
 * Smoke Reading:  You can scry from the smoke from a fire or even a candle. This tends to be quite accurate, but it is hard to see through the smoke. This form of scrying requires two casters.
 * Incaustomancy:  You can scry from a puddle of ink. This has the clearest picture, invokes some sounds, and discerns color, but it is rather difficult to learn, and requires a trio of casters to perform.
 * Crystomancy:  You can scry through a crystal ball, or any kind of crystal gem, if it is of appropriate size. The scrying has clear colors, a hint of sounds, but requires multiple readers to discern the fragmented images within the crystal.
 * Bone Reading:  A small handful of bones, tossed onto a ritual plot, can give a very accurate picture of the present. However, the interpretation of the spell is often difficult and unclear. The bones tend to be very poetic. Requires one caster and a lot of spellwork.