Disguise & Illusion Spells
● Fade:
○ Color: Glittery clear
○ Glyph: A stick figure that is (divided vertically) half solid lines, half dotted lines
○ Requires: A piece of glass of any size, which the caster must shatter to activate the spell. A lot of casters in a tight spot end up throwing the piece in one direction and taking off in the other, combining distraction and invisibility in one go!
○ Effect: Allows the caster to become temporarily invisible. The caster can not be seen by any humans or animals he or she may come across, nor by mechanical means. Someone using Signature Sense can see his or her aura, though. The spell muffles footsteps, but not voices – it’s up to the caster to remain silent as he or she sneaks around. Being splashed with water or other liquids may reveal the caster’s outline for a split-second. The effect lasts for one hour or until dismissed, whichever comes first.
○ Visuals: The caster shimmers briefly, as if viewed through a haze of falling glitter, before becoming invisible. The effect repeats itself when the spell wears off/is dismissed.
○ Enchantments Or Potions:
- Invisibility Potions are made by pouring shattered/ground glass into a container of water and concentrating on the spell’s effects. The resultant potion is glittery, but otherwise clear. It works the same as the actual spell.
- To charge into a wand, the caster must rub the glyph with ground or shattered glass. This allows for casting on other people.
● False Flesh:
○ Color: Bottle green (the exact same color as Alice’s eyes in A:MR in fact)
○ Glyph: A doubled stick figure, with four arms (two spread, two loosely at sides), four legs (two spread, two normal), and a wavy circle head superimposed over a normal circle
○ Requires: A piece of cloth, preferably the size of a handkerchief, which is torn in half to cast the spell. More complicated illusions are best served by tearing bigger pieces of cloth. The caster also should state the exact amount of time the illusion is supposed to last (up to the maximum) – failure to do this often results in an unsteady illusion that fades quickly unless consciously maintained.
○ Effect: Allows the caster to cast an illusion over him-or-herself, altering his or her appearance. This can range from simple cosmetic changes (longer hair, different clothing) to looking like an entirely different person (changing sex, race, etc). The spell can technically alter height and weight, but since the new look is just an illusion, anyone interacting with the caster is likely to notice things don’t add up. The illusion lasts for however long the caster states he or she wishes for it to last, up to a maximum of three hours. It can be dismissed early and be cast multiple times per day. Multiple castings in quick succession does increase a caster’s risk of burnout, however.
○ Visuals: Obviously, the change in the caster’s appearance. The change is near-immediate once cast.
○ Enchantments Or Potions:
- Disguise Potions are made by soaking the ripped cloth in liquid and casting the spell. The resulting potion is bright green in color. It works identically to the spell.
- To charge into a wand, the caster must rub both pieces of the ripped cloth over the inscribed glyph. This allows for casting on other people.
● Conceal The Real:
○ Color: Light yellow fading to white
○ Glyph: A box with three wavy lines over it
○ Requires: A piece of muslin, silk, or gauze cloth, preferably about the size of a handkerchief and thin enough to be almost see-through. The cloth is torn into quarters to cast the spell. Again, more-complicated illusions are best served by bigger pieces of cloth. The caster should also state the exact time the illusion should last (up to the maximum) – failure to do this often results in an unsteady illusion that fades quickly unless consciously maintained.
○ Effect: Allows the caster to cast an illusion over any other object or animal, changing its appearance. This can range from simple cosmetic changes (changing the color of a carriage or its horse) to drastic alterations (making a horse look like a rampaging elephant or a wooden table look like an elegant marble fountain). Like False Flesh, the spell can make things look larger, smaller, lighter, or heavier as needed, but anyone who gets close enough to interact with the object will notice that things don’t quite add up. Humans cannot be masked by this spell, though their clothes can. The illusion lasts for however long the caster states upon casting, up to a maximum of three hours, or until dismissed. It can be cast multiple times per day, but no more than twice on the same object in the same day.
○ Visuals: Obviously the change in the object/animal’s appearance. The change is near-immediate once cast.
○ Enchantments Or Potions:
- To charge into a wand, the caster must rapidly rub the quarters of silk/muslin/gauze over the inscribed glyph. This allows quick and easy castings in emergencies. It’s one of the most-used “wand spells” after Forward And Away and Break The Bonds Of Earth.
● Signature Sense:
○ Color: Greenish-gold
○ Glyph: An eye-shape with radiating lines around it
○ Requires: A match or match-sized stick of wood. The wood is lit and allowed to burn for at least ten seconds, then waved out and swallowed by the caster.
○ Effect: Allows the caster to see the magical signatures of people, animals, and areas. These signatures appear as glowing auras around the person/animal in question, or a glowing haze above and around the ground of the given area. Living people/animals have a base color of gold, dead ones a base color of greenish-blue. Different colors within this base indicate the person’s general health and any natural spell affinities they may have (bright shifting colors generally mean good health, muted ones poor health; stationary streaks show affinities). Areas have a gold haze if they’re in the Land of the Living, a greenish-blue one if they’re in the Land of the Dead (cemeteries may have tinges of green on the edges, given their status as resting places for the dead). The strength of the glow corresponds to magical ability/raw magical reserves. The spell lasts for one hour, but can be turned on and off during this time.
○ Visuals: The caster’s irises glow faintly while the spell is being used.
○ Enchantments Or Potions:
- Aura Potions are made by dropping the lighted match into a container of liquid and concentrating on the spell. The resulting potion is gold with a greenish tint. An improperly-made one will make the drinker’s aura visible to everyone for a hour.
● Alchemist’s Dream:
○ Color: Silver
○ Glyph: Going from left to right – a v, an equals sign, and an upside-down v.
○ Requires: A piece of unicorn horn – for bigger, more difficult transformations, the whole horn should be used. The caster touches the piece of horn to the substance to be transformed and concentrates on the substance he/she wishes to be created. Once the spell takes, the piece of horn crumbles away.
○ Effect: Allows the caster to physically transmute one substance into another – to take the classical alchemical example, an ounce of lead into an ounce of gold. The transformed subject retains the same mass as its previous form (though not necessarily the same volume/weight). No more than three pounds of any substance can be transformed, and no living tissue may be changed (so you can change a plank of lumber, but not a living tree – and definitely not a human). The transmutation is permanent, but items can be trasmuted back to their original forms. Due to the alterations of the fabric of reality necessary, only one transmutation can be done on any particular batch of substance per day (so if you screw up and turn lead into silver, you’ll have to wait until the next day to try for gold).
○ Visuals: As the unicorn horn crumbles, the object is enveloped by a silver glow, which fades once the item has been properly altered.
○ Enchantments Or Potions: None.
○ Color: Glittery clear
○ Glyph: A stick figure that is (divided vertically) half solid lines, half dotted lines
○ Requires: A piece of glass of any size, which the caster must shatter to activate the spell. A lot of casters in a tight spot end up throwing the piece in one direction and taking off in the other, combining distraction and invisibility in one go!
○ Effect: Allows the caster to become temporarily invisible. The caster can not be seen by any humans or animals he or she may come across, nor by mechanical means. Someone using Signature Sense can see his or her aura, though. The spell muffles footsteps, but not voices – it’s up to the caster to remain silent as he or she sneaks around. Being splashed with water or other liquids may reveal the caster’s outline for a split-second. The effect lasts for one hour or until dismissed, whichever comes first.
○ Visuals: The caster shimmers briefly, as if viewed through a haze of falling glitter, before becoming invisible. The effect repeats itself when the spell wears off/is dismissed.
○ Enchantments Or Potions:
- Invisibility Potions are made by pouring shattered/ground glass into a container of water and concentrating on the spell’s effects. The resultant potion is glittery, but otherwise clear. It works the same as the actual spell.
- To charge into a wand, the caster must rub the glyph with ground or shattered glass. This allows for casting on other people.
● False Flesh:
○ Color: Bottle green (the exact same color as Alice’s eyes in A:MR in fact)
○ Glyph: A doubled stick figure, with four arms (two spread, two loosely at sides), four legs (two spread, two normal), and a wavy circle head superimposed over a normal circle
○ Requires: A piece of cloth, preferably the size of a handkerchief, which is torn in half to cast the spell. More complicated illusions are best served by tearing bigger pieces of cloth. The caster also should state the exact amount of time the illusion is supposed to last (up to the maximum) – failure to do this often results in an unsteady illusion that fades quickly unless consciously maintained.
○ Effect: Allows the caster to cast an illusion over him-or-herself, altering his or her appearance. This can range from simple cosmetic changes (longer hair, different clothing) to looking like an entirely different person (changing sex, race, etc). The spell can technically alter height and weight, but since the new look is just an illusion, anyone interacting with the caster is likely to notice things don’t add up. The illusion lasts for however long the caster states he or she wishes for it to last, up to a maximum of three hours. It can be dismissed early and be cast multiple times per day. Multiple castings in quick succession does increase a caster’s risk of burnout, however.
○ Visuals: Obviously, the change in the caster’s appearance. The change is near-immediate once cast.
○ Enchantments Or Potions:
- Disguise Potions are made by soaking the ripped cloth in liquid and casting the spell. The resulting potion is bright green in color. It works identically to the spell.
- To charge into a wand, the caster must rub both pieces of the ripped cloth over the inscribed glyph. This allows for casting on other people.
● Conceal The Real:
○ Color: Light yellow fading to white
○ Glyph: A box with three wavy lines over it
○ Requires: A piece of muslin, silk, or gauze cloth, preferably about the size of a handkerchief and thin enough to be almost see-through. The cloth is torn into quarters to cast the spell. Again, more-complicated illusions are best served by bigger pieces of cloth. The caster should also state the exact time the illusion should last (up to the maximum) – failure to do this often results in an unsteady illusion that fades quickly unless consciously maintained.
○ Effect: Allows the caster to cast an illusion over any other object or animal, changing its appearance. This can range from simple cosmetic changes (changing the color of a carriage or its horse) to drastic alterations (making a horse look like a rampaging elephant or a wooden table look like an elegant marble fountain). Like False Flesh, the spell can make things look larger, smaller, lighter, or heavier as needed, but anyone who gets close enough to interact with the object will notice that things don’t quite add up. Humans cannot be masked by this spell, though their clothes can. The illusion lasts for however long the caster states upon casting, up to a maximum of three hours, or until dismissed. It can be cast multiple times per day, but no more than twice on the same object in the same day.
○ Visuals: Obviously the change in the object/animal’s appearance. The change is near-immediate once cast.
○ Enchantments Or Potions:
- To charge into a wand, the caster must rapidly rub the quarters of silk/muslin/gauze over the inscribed glyph. This allows quick and easy castings in emergencies. It’s one of the most-used “wand spells” after Forward And Away and Break The Bonds Of Earth.
● Signature Sense:
○ Color: Greenish-gold
○ Glyph: An eye-shape with radiating lines around it
○ Requires: A match or match-sized stick of wood. The wood is lit and allowed to burn for at least ten seconds, then waved out and swallowed by the caster.
○ Effect: Allows the caster to see the magical signatures of people, animals, and areas. These signatures appear as glowing auras around the person/animal in question, or a glowing haze above and around the ground of the given area. Living people/animals have a base color of gold, dead ones a base color of greenish-blue. Different colors within this base indicate the person’s general health and any natural spell affinities they may have (bright shifting colors generally mean good health, muted ones poor health; stationary streaks show affinities). Areas have a gold haze if they’re in the Land of the Living, a greenish-blue one if they’re in the Land of the Dead (cemeteries may have tinges of green on the edges, given their status as resting places for the dead). The strength of the glow corresponds to magical ability/raw magical reserves. The spell lasts for one hour, but can be turned on and off during this time.
○ Visuals: The caster’s irises glow faintly while the spell is being used.
○ Enchantments Or Potions:
- Aura Potions are made by dropping the lighted match into a container of liquid and concentrating on the spell. The resulting potion is gold with a greenish tint. An improperly-made one will make the drinker’s aura visible to everyone for a hour.
● Alchemist’s Dream:
○ Color: Silver
○ Glyph: Going from left to right – a v, an equals sign, and an upside-down v.
○ Requires: A piece of unicorn horn – for bigger, more difficult transformations, the whole horn should be used. The caster touches the piece of horn to the substance to be transformed and concentrates on the substance he/she wishes to be created. Once the spell takes, the piece of horn crumbles away.
○ Effect: Allows the caster to physically transmute one substance into another – to take the classical alchemical example, an ounce of lead into an ounce of gold. The transformed subject retains the same mass as its previous form (though not necessarily the same volume/weight). No more than three pounds of any substance can be transformed, and no living tissue may be changed (so you can change a plank of lumber, but not a living tree – and definitely not a human). The transmutation is permanent, but items can be trasmuted back to their original forms. Due to the alterations of the fabric of reality necessary, only one transmutation can be done on any particular batch of substance per day (so if you screw up and turn lead into silver, you’ll have to wait until the next day to try for gold).
○ Visuals: As the unicorn horn crumbles, the object is enveloped by a silver glow, which fades once the item has been properly altered.
○ Enchantments Or Potions: None.