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Order of the Blue Dragon: Spells 
The Order of the Blue Dragon has many unique spells, which are invariably listed according to the position of the the caster within the order.
= Apprentice Level Spells
= Journeyman Level Spells
= Master Level Spells
Levels may depend upon one or more of the following considerations:
- Raw power needed to perform the spell.
- Safety of the mage and any subjects, participants, or bystanders.
- Skill and/or control required.
- Tools required. (For example, many journeyman-level spells cannot be performed without a focus.)
Obviously, these elements are connected. For example, a spell might not be safe because the mage lacks the experience, skill, or power. Some spell types break into a sequence, usually ranging from minor to major (or lesser to greater) versions of the same spell, with different properties. Other spells may simply improve as the mage gains power and experience, without necessarily changing the name of the spell.
Minor Levitation of the Inanimate
- (Levitation of inanimate objects up to half of caster's bodyweight)
Major Levitation of the Inanimate
- (Levitation of larger objects, "lifting" ability increases with skill of caster)
Self-Levitation
- (Levitation of the caster)
Minor Levitation of the Animate
- (Levitation of living things that are not sentient)
Major Levitation of the Animate
- (Levitation of people—very dangerous)
Rules for Levitation:
- One must be able to see what one levitates. (Levitating blind is very dangerous.)
- The levels apply as long as the mage knows—even if it is only on a subconscious level—what he levitates. A lower level mage could levitate a person by accident, but in view of rule #1 this is not very likely.
- Animate creatures are more difficult because their own magic complicates the process.
- Because a mage controls the magic he generates (his personal life magic), levitating himself is unlike levitating another living thing.
- Most things that are inanimate but living fall under Major Levitation of the Inanimate rather than Levitation of the Animate.
Note: Levitation involves two problems for a mage: 1- the amount she can reasonably lift (one needs extra power to levitate something one could not ordinarily carry) and 2- what she can lift safely. Levitation involves manipulating the subject's field of magic, which could have adverse effects. Not only is this manipulation more complicated with an animate being, the mage has a moral obligation not to harm that which she levitates. Both types of Minor Levitation need about the same amount of power, but Levitation of the Animate is too dangerous for an apprentice to attempt.
Blue Dragon Mages have a wide range of identification spells suited to specific purposes, which generally provide more information for higher-level mages. These spells are keyed specifically to Blue Dragon Mages, so that their function depends upon the mage's level within the order.
Any "levels" for identification spells are always variable—some objects are easier to identify than others, and much depends upon the mage's store of knowledge. (For example, if you want to identify the school of magic associated with a spell, it only works if you know something about the school.)
There are two types of identification spells. The first type works with a variety of questions in many circumstances, but provides only limited information. The second type of spells asks specific questions of specific things, but can provide more information.
Lesser Query (Temporary)
- (Answer true or false questions, only reliable once without resetting)
Lesser Query (Secured)
- (Answer yes or no questions until the mage disperses the spell)
Greater Query
- (Answers simple, short answer questions)
Note: This is the basic Blue Dragon question spell, adaptable to any query. Each level of the spell allows a broader range of questions. The apprentice version of the spell lacks the stabilizing influence of the mage's focus, and therefore must be recast after each question. The spell does not always work, even when performed properly, and it requires concentration. It is preferable to use a more specific spell went possible.
Recognition of Magic
(Is it magical?)
Lesser Identification of Magic
(What type of magic is it?)
Greater Identification of Magic
(How was the magic cast?)
Note: This spell identifies the presence and nature of magic cast upon a person, object, or place. It produces the best results when the mage knows something about the magic involved, even if only subconsciously. A sufficiently adept mage might be able to identify a spell or enchantment using his knowledge and powers of observation, without employing a spell at all. There is likely to be some crossover between these levels-sometimes the spell provides more information that expected, and sometimes it provides less.
Voice Projection (Lesser)
- (Projection of the caster's voice, limited to a range within line of sight)
Voice Projection (Greater)
- (Projection of the caster's voice, not limited by line of sight)
Projection
- (Projection of an image of the caster)
Note: Master-level Projection is the base spell. It is very difficult and could not be cast by a less powerful mage. Limitations depend on the skill and power of the caster. The resulting Projection is only an image, although the mage can speak by invoking Voice Projection.
Lesser Voice Projection is a new spell that characters will have to learn. It can clarify the sound of the caster's voice or amplify it to be heard by a crowd. The Projected voice sounds like a perfectly normal speaking voice (unless, of course, the caster is actually shouting). The short-range version of the spell is very simple, and doesn't require maintenance. Greater Voice Projection is more difficult and requires concentration and constant attention.
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