World Manipulation Spells
● Shadow Play:
○ Color: Shadow black
○ Glyph: A stick figure with a shaded-in blob attached to the left arm
○ Requires: No reagents, but the caster must speak (or sing) the story aloud, and remain within the same room as the shadows he’s manipulating (though he can move around in said room).
○ Effect: Allows the caster to use his shadow and the shadows of anyone/anything nearby to tell a story or reenact a scene. He can morph the shadows into different figures/shapes as needed. Lasts until the caster stops the story.
○ Visuals: The shadows move and twist into different shapes, leaving the caster (and anyone/anything else who’s shadow he/she’s borrowing) temporarily shadowless.
○ Enchantments Or Potions: None
● Break The Bonds Of Earth:
○ Color: Dark brown-red
○ Glyph: An arrow pointing straight up from a straight horizontal line
○ Requires: A wing feather from any flighted bird. The caster pulls the barbs apart with one hand, then uses that hand to direct the lifting force by pointing it at the things that he/she wants to levitate.
○ Effect: Allows the caster to levitate objects and certain living creatures. Things/creatures levitated will float about a foot or so off whichever surface they were resting on before. The levitated objects/creatures can be manipulated both manually, and via magic (Forward And Away, the motion spell below, is generally learned with this one). Creatures that can be levitated by this spell can weigh no more than 50 pounds, and cannot be themselves capable of flight. People also cannot be levitated – the caster has to use either Dance Upon The Air for minor levitation, or Raven’s Wings for true flight. The spell lasts twelve hours or until midnight, whichever comes first.
○ Visuals: The object/creature glows faintly as it is first lifted – this fades quickly, however, and afterwards it just floats.
○ Enchantments Or Potions:
- To charge into a wand, the caster rubs the feather against the glyph on the wand the wrong way, to break as many barbs as possible. Once the feather is sufficiently ragged, the spell should take. The wand then substitutes for the hand used. This and Forward And Away are the most common “wand” spells that are not used for casting on another person.
● Forward And Away:
○ Color: Very dark shiny purple
○ Glyph: A double-sided horizontal arrow
○ Requires: A bowl of ink – squid ink is the best, but writing ink can be used if that’s unavailable. The caster dips their hand in the ink for at least half a minute, then holds it out palm-up and concentrates on activating the spell. The ink (and any stain on the hand) evaporates away once it takes. That hand is then used to direct the movement force.
○ Effect: Allows the caster to telekinetically push or pull objects and living creatures. Things/creatures affected will be moved throughout three dimensions however the caster wishes – although any attempts at what might be termed “levitation” (basically pulling the object/creature up and making it hover) requires extra concentration due to the effects of gravity. (Hence why this spell is most often learned in a set with Break The Bonds of Earth.) The larger and heavier the object is, the harder it will be to move. Creatures may struggle in the grips of the spell, making it more difficult to manipulate them. People can only be pulled forward and pushed away. The easiest effects are to summon small things into the caster’s hand, and shove them away from the caster. The spell lasts for twelve hours or until midnight, whichever comes first.
○ Visuals: None except for the motion of the object/creature itself.
○ Enchantments Or Potions:
- To charge into a wand, the glyph is inscribed on the wand, which is then dipped in the ink. Again, any excess ink or staining vanishes when the spell takes. The wand then substitutes for the hand used. This and Break The Bonds of Earth are the most common “wand” spells not cast on other people.
● Dance Upon The Air:
○ Color: Very very very pale blue
○ Glyph: A square formed by four upside-down L-shapes (facing each other) with a dot under each one
○ Requires: A square piece of cloth (silk is best) and a bit of string. The caster pinches the corners of the square together to form a crude parachute shape, secures them with the string, and then smashes the chute between his/her hands while concentrating. Once the spell takes, the cloth and the caster’s hands glow blue-white momentarily.
○ Effect: Allows the caster to levitate himself or herself and slow his or her descent from any jump. The caster can, with concentration, hover up to a foot off the ground and float around at his or her normal walking pace. Upon jumping, the caster can also slow his or her descent as if they had on a parachute. Both abilities pull from the caster’s personal magic pool while in use – so if you’re hovering, it’s advisable not to cast more than one or two other spells unless you want to fall on your behind from an accidental burnout. That goes double if you’re floating down from a great height. (Of course, casting Draw Upon (The Earth's/Another's) Currents can boost both hovering/floating times and allow for the safer casting of spells while doing so.) The abilities last for a full day from casting.
○ Visuals: A swirl of blue-tinted energy, like a tiny non-destructive hurricane cloud, appears under the caster’s feet, keeping them steady and stable as they either hover or float downward.
○ Enchantments Or Potions:
- Feather Float Potions are made by inscribing the glyph onto the makeshift mini-parachute, then pouring any liquid through it into another container. The resulting potion tends to look a bit like thin high clouds on a bright sunny day. An incorrectly-made potion makes it harder for the caster to jump on his or her own, and bars him or her from any flight spells for the rest of the day (no controlling air with Elemental Will, and no Raven’s Wings).
- To charge into a wand, the glyph is inscribed on the wood, then rubbed for a full minute with the mini-parachute while concentrating. This allows for casting on other people.
- The glyph can also be marked onto items of clothing for easy activation anytime when needed. Cloaks are popular enchanted items, as well as coats and shirts.
● Draw Upon The Earth’s Currents:
○ Color: Octarine
○ Glyph: A straight vertical line with a wavy line going from top to bottom superimposed on it
○ Requires: A stick of wood the appropriate size for making into a wand. The caster inscribes the spell’s glyph into the ground before him or her with the stick, then snaps it to symbolically release the magic. (Some casters give or sell old wands people don’t want anymore specifically for this purpose.) The caster must also touch the ground below him or her with his or her bare skin before casting.
○ Effect: Allows the caster to boost his or her own magical talents with magic from the surrounding area (within a radius of one mile from where the caster is standing). The natural magical energies of the location the caster is standing in are automatically added to the caster’s personal pool, temporarily elevating him or her in raw magical talent. All spells the caster knows are easier and quicker to cast, with very little time needed to recharge between spells. Depending on the magical strength of the area, the caster can also permanently enchant items with spells, and even pull off a spell that may normally be slightly above their casting level. The effect lasts for two hours or until the caster steps out of the area, whichever comes first. This spell can only be cast twice in one day.
○ Visuals: A spiraling swirl of octarine (think a sort of greenish-yellowish-purple) comes up from the ground and surrounds the caster before flowing into their body. The caster’s eyes glow faintly octarine so long as the spell is active.
○ Enchantments Or Potions: None
● Command The Clouds:
○ Color: Storm cloud grey (mix of dark and light)
○ Glyph: A puffy cloud shape with a swirl beneath it, like a crude tornado
○ Requires: About a quarter-cupful of rainwater, the fresher the better. The caster splashes the water onto his or her hands while concentrating on the weather he or she would like to create. As the spell takes, the drops evaporate into a stormy grey cloud, from which the lightning flashes.
○ Effect: Allows the caster to create a specific form of weather in an one-mile area around them, centered over their head. The caster can create any form of weather he or she likes, but whatever weather is produced will be effected by what sort of weather should “naturally” be occurring (example: making it snow in summer will not result in particularly long-lasting snow). Natural disaster-type weather can be created, but is not recommended – the caster can’t really control what happens after initial casting, and so is as vulnerable as anyone else in the storm. The effect lasts seven hours or until dismissed, then gradually fades back into more “proper” weather patterns.
○ Visuals: A cloud covers the caster’s hands, then a flash of lightning zips from it into the sky, summoning the desired weather with a loud “krack!”
○ Enchantments Or Potions:
- To charge into a wand, inscribe the glyph and then pour the rainwater over it. Many casters find it very dramatic to jab their wand into the sky while loudly declaring “I command the clouds!”
● Draw Upon Another’s Currents:
○ Color: Dark greenish-brown
○ Glyph: A pair of stick figures – the left one with a wavy vertical line superimposed on it, the right one with three straight lines coming off its left side
○ Requires: A stick of wood the appropriate size for making into a wand and a drop of the caster’s blood. The blood is smeared onto the wood, which is then pointed at the target person before being snapped. It helps if the caster touches the target with his or her bare skin before casting – and if he or she can hold the target while casting, even better.
○ Effect: Allows the caster to drain another person’s magic pool to augment their own. This draining can be done voluntarily or by force, although the latter option may require a bit more magical “oomph.” The target person must be visible to the caster during casting The magical pool of the target person is drained into the caster’s, increasing their raw magical ability and making the target person temporarily unable to cast magic at all. All spells the caster knows are easier and quicker to cast, with less time needed to recharge between spells. Depending on the magical strength of the target person, the caster may also be able to cast spells that are normally slightly above their casting level. The effect lasts for one hour or until dismissed by the caster, whichever comes first. The target person also has a chance of ending the spell early if they exert enough will to block the flow (voluntary) or manage to render the caster unconscious (forced). This spell can only be cast twice in one day.
○ Visuals: A swirling spiral of greenish-brown light surrounds the target person, then shoots off and into the caster. Both the target’s and the caster’s eyes glow faintly greenish-brown for the duration of the spell.
○ Enchantments Or Potions: None
● Elemental Will:
○ Color: Dark yellow with swirls of either earth brown, cloud white, water blue or fire red
○ Glyph: An asterisk-shape made up of a straight line (earth, vertical), a swirly line (air, left diagonal), a jagged line (fire, horizontal), and a curved jagged line (water – think wave shapes, right diagonal)
○ Requires: A “token” of either the element itself or something that represents it (a clod of dirt, a match, a few drops of water, a picture of a cloud, etc). The token is squeezed between both hands as the caster concentrates and says the name of the element he or she wishes to control out loud. Once the spell takes, the caster’s aura will flash, and the token vanishes in the appropriate manner.
○ Effect: Allows the caster to manipulate one of the four “classical” elements – earth, air, fire, or water. The caster can only command one element at a time. The caster, however, gains complete control of any and all manifestations of the element within a one-mile radius. The caster can make the elements do whatever he or she wishes just by concentration (often aided by appropriate arm movements), and is immune to all harm from them (can’t drown if controlling water, can’t burn if controlling fire, etc). The spell lasts for a full day.
○ Visuals: The caster’s aura becomes visible for a moment as the spell takes, then flashes briefly either brown (for earth), white (for air), red (for fire), or blue (for water). The “token” used in casting will also vanish in an appropriate manner (earth will crumble, water will drip into nothingness, fire will flare up then fizzle into ashes, air will whistle away in a gust of wind). After that, visuals depend on the element in question:
- Earth can be pulled up into massive walls, dropped into sinkholes, form crushing fists, or entomb a person in an instant.
- Air can be directed into howling winds, calmed into utter stillness, whipped up into tornados, and send someone flying. (Yes, it is technically possible to “fly” with this power, but it requires immense concentration and is really only recommended for high-level casters. Raven’s Wings is still the safest way to fly.)
- Fire can be fed into a towering inferno, dropped to the tiniest flame, extinguished or lit with the snap of a finger, and be wrapped around a luckless foe.
- Water can be pushed into a raging river, calmed into a still lake, swirled into a whirlpool or waterspout, and suck an enemy into its depths.
○ Enchantments Or Potions:
- Elemental Potions are made by dropping the token in any liquid except plain water (since that’s a controllable element, the spell will get confused and fizzle) and mixing it in while casting. The resulting potion is a swirling mixture of dark yellow and the appropriate elemental color (brown, white, red, or blue). An incorrectly-made potion makes the unfortunate drinker MORE susceptible to damage from that particular element (drowns faster, burns hotter, etc). Attempting to drink one of these potions after already having cast the spell, or to drink more than one, results in the caster not being able to use any form of the spell for a week.
● Rise Oh Putrid Flesh:
○ Color: Worn, weathered-looking grey (like an old gravestone)
○ Glyph: A ball-and-stick hand raising from a straight line
○ Requires: Something from the grave of the corpse – a chip of gravestone, a pinch of dirt, etc. – and some of the caster’s spit. The caster spits onto the grave “token” and squeezes it in his/her hand, concentrating on the corpse’s rising. The token crumbles away to nothing once the spell takes.
○ Effect: Allows the caster to raise a corpse as a meat (or skeleton) puppet. The caster controls the corpse through verbal commands, which are carried out to the best of the corpse’s ability. The corpse can be commanded to do anything a normal human can do – although “die” simply ends the spell right there as the corpse collapses back into inertness. The corpse does however continue to rot, so it’s recommended to have spells ready to keep it clean and smell-free. The corpse remains active until the caster ends the spell or until three days have passed, at which point it must “rest” a day before being raised again. This spell cannot restore a person’s soul to its mortal shell – if you want to talk to a deceased loved one, you need either Reaper’s Speech or Slip Through The Veil. It also cannot raise a corpse that is older than ten years.
○ Visuals: A gritty grey haze covers the grave, then the corpse claws through whatever obstacles are in its way until it pulls itself out of the dirt. Those who want better-looking corpses are advised to dig out the grave and open the coffin. The corpse’s eyes/eye sockets have a light grey haze over them while the spell is active.
○ Enchantments Or Potions: None
○ Color: Shadow black
○ Glyph: A stick figure with a shaded-in blob attached to the left arm
○ Requires: No reagents, but the caster must speak (or sing) the story aloud, and remain within the same room as the shadows he’s manipulating (though he can move around in said room).
○ Effect: Allows the caster to use his shadow and the shadows of anyone/anything nearby to tell a story or reenact a scene. He can morph the shadows into different figures/shapes as needed. Lasts until the caster stops the story.
○ Visuals: The shadows move and twist into different shapes, leaving the caster (and anyone/anything else who’s shadow he/she’s borrowing) temporarily shadowless.
○ Enchantments Or Potions: None
● Break The Bonds Of Earth:
○ Color: Dark brown-red
○ Glyph: An arrow pointing straight up from a straight horizontal line
○ Requires: A wing feather from any flighted bird. The caster pulls the barbs apart with one hand, then uses that hand to direct the lifting force by pointing it at the things that he/she wants to levitate.
○ Effect: Allows the caster to levitate objects and certain living creatures. Things/creatures levitated will float about a foot or so off whichever surface they were resting on before. The levitated objects/creatures can be manipulated both manually, and via magic (Forward And Away, the motion spell below, is generally learned with this one). Creatures that can be levitated by this spell can weigh no more than 50 pounds, and cannot be themselves capable of flight. People also cannot be levitated – the caster has to use either Dance Upon The Air for minor levitation, or Raven’s Wings for true flight. The spell lasts twelve hours or until midnight, whichever comes first.
○ Visuals: The object/creature glows faintly as it is first lifted – this fades quickly, however, and afterwards it just floats.
○ Enchantments Or Potions:
- To charge into a wand, the caster rubs the feather against the glyph on the wand the wrong way, to break as many barbs as possible. Once the feather is sufficiently ragged, the spell should take. The wand then substitutes for the hand used. This and Forward And Away are the most common “wand” spells that are not used for casting on another person.
● Forward And Away:
○ Color: Very dark shiny purple
○ Glyph: A double-sided horizontal arrow
○ Requires: A bowl of ink – squid ink is the best, but writing ink can be used if that’s unavailable. The caster dips their hand in the ink for at least half a minute, then holds it out palm-up and concentrates on activating the spell. The ink (and any stain on the hand) evaporates away once it takes. That hand is then used to direct the movement force.
○ Effect: Allows the caster to telekinetically push or pull objects and living creatures. Things/creatures affected will be moved throughout three dimensions however the caster wishes – although any attempts at what might be termed “levitation” (basically pulling the object/creature up and making it hover) requires extra concentration due to the effects of gravity. (Hence why this spell is most often learned in a set with Break The Bonds of Earth.) The larger and heavier the object is, the harder it will be to move. Creatures may struggle in the grips of the spell, making it more difficult to manipulate them. People can only be pulled forward and pushed away. The easiest effects are to summon small things into the caster’s hand, and shove them away from the caster. The spell lasts for twelve hours or until midnight, whichever comes first.
○ Visuals: None except for the motion of the object/creature itself.
○ Enchantments Or Potions:
- To charge into a wand, the glyph is inscribed on the wand, which is then dipped in the ink. Again, any excess ink or staining vanishes when the spell takes. The wand then substitutes for the hand used. This and Break The Bonds of Earth are the most common “wand” spells not cast on other people.
● Dance Upon The Air:
○ Color: Very very very pale blue
○ Glyph: A square formed by four upside-down L-shapes (facing each other) with a dot under each one
○ Requires: A square piece of cloth (silk is best) and a bit of string. The caster pinches the corners of the square together to form a crude parachute shape, secures them with the string, and then smashes the chute between his/her hands while concentrating. Once the spell takes, the cloth and the caster’s hands glow blue-white momentarily.
○ Effect: Allows the caster to levitate himself or herself and slow his or her descent from any jump. The caster can, with concentration, hover up to a foot off the ground and float around at his or her normal walking pace. Upon jumping, the caster can also slow his or her descent as if they had on a parachute. Both abilities pull from the caster’s personal magic pool while in use – so if you’re hovering, it’s advisable not to cast more than one or two other spells unless you want to fall on your behind from an accidental burnout. That goes double if you’re floating down from a great height. (Of course, casting Draw Upon (The Earth's/Another's) Currents can boost both hovering/floating times and allow for the safer casting of spells while doing so.) The abilities last for a full day from casting.
○ Visuals: A swirl of blue-tinted energy, like a tiny non-destructive hurricane cloud, appears under the caster’s feet, keeping them steady and stable as they either hover or float downward.
○ Enchantments Or Potions:
- Feather Float Potions are made by inscribing the glyph onto the makeshift mini-parachute, then pouring any liquid through it into another container. The resulting potion tends to look a bit like thin high clouds on a bright sunny day. An incorrectly-made potion makes it harder for the caster to jump on his or her own, and bars him or her from any flight spells for the rest of the day (no controlling air with Elemental Will, and no Raven’s Wings).
- To charge into a wand, the glyph is inscribed on the wood, then rubbed for a full minute with the mini-parachute while concentrating. This allows for casting on other people.
- The glyph can also be marked onto items of clothing for easy activation anytime when needed. Cloaks are popular enchanted items, as well as coats and shirts.
● Draw Upon The Earth’s Currents:
○ Color: Octarine
○ Glyph: A straight vertical line with a wavy line going from top to bottom superimposed on it
○ Requires: A stick of wood the appropriate size for making into a wand. The caster inscribes the spell’s glyph into the ground before him or her with the stick, then snaps it to symbolically release the magic. (Some casters give or sell old wands people don’t want anymore specifically for this purpose.) The caster must also touch the ground below him or her with his or her bare skin before casting.
○ Effect: Allows the caster to boost his or her own magical talents with magic from the surrounding area (within a radius of one mile from where the caster is standing). The natural magical energies of the location the caster is standing in are automatically added to the caster’s personal pool, temporarily elevating him or her in raw magical talent. All spells the caster knows are easier and quicker to cast, with very little time needed to recharge between spells. Depending on the magical strength of the area, the caster can also permanently enchant items with spells, and even pull off a spell that may normally be slightly above their casting level. The effect lasts for two hours or until the caster steps out of the area, whichever comes first. This spell can only be cast twice in one day.
○ Visuals: A spiraling swirl of octarine (think a sort of greenish-yellowish-purple) comes up from the ground and surrounds the caster before flowing into their body. The caster’s eyes glow faintly octarine so long as the spell is active.
○ Enchantments Or Potions: None
● Command The Clouds:
○ Color: Storm cloud grey (mix of dark and light)
○ Glyph: A puffy cloud shape with a swirl beneath it, like a crude tornado
○ Requires: About a quarter-cupful of rainwater, the fresher the better. The caster splashes the water onto his or her hands while concentrating on the weather he or she would like to create. As the spell takes, the drops evaporate into a stormy grey cloud, from which the lightning flashes.
○ Effect: Allows the caster to create a specific form of weather in an one-mile area around them, centered over their head. The caster can create any form of weather he or she likes, but whatever weather is produced will be effected by what sort of weather should “naturally” be occurring (example: making it snow in summer will not result in particularly long-lasting snow). Natural disaster-type weather can be created, but is not recommended – the caster can’t really control what happens after initial casting, and so is as vulnerable as anyone else in the storm. The effect lasts seven hours or until dismissed, then gradually fades back into more “proper” weather patterns.
○ Visuals: A cloud covers the caster’s hands, then a flash of lightning zips from it into the sky, summoning the desired weather with a loud “krack!”
○ Enchantments Or Potions:
- To charge into a wand, inscribe the glyph and then pour the rainwater over it. Many casters find it very dramatic to jab their wand into the sky while loudly declaring “I command the clouds!”
● Draw Upon Another’s Currents:
○ Color: Dark greenish-brown
○ Glyph: A pair of stick figures – the left one with a wavy vertical line superimposed on it, the right one with three straight lines coming off its left side
○ Requires: A stick of wood the appropriate size for making into a wand and a drop of the caster’s blood. The blood is smeared onto the wood, which is then pointed at the target person before being snapped. It helps if the caster touches the target with his or her bare skin before casting – and if he or she can hold the target while casting, even better.
○ Effect: Allows the caster to drain another person’s magic pool to augment their own. This draining can be done voluntarily or by force, although the latter option may require a bit more magical “oomph.” The target person must be visible to the caster during casting The magical pool of the target person is drained into the caster’s, increasing their raw magical ability and making the target person temporarily unable to cast magic at all. All spells the caster knows are easier and quicker to cast, with less time needed to recharge between spells. Depending on the magical strength of the target person, the caster may also be able to cast spells that are normally slightly above their casting level. The effect lasts for one hour or until dismissed by the caster, whichever comes first. The target person also has a chance of ending the spell early if they exert enough will to block the flow (voluntary) or manage to render the caster unconscious (forced). This spell can only be cast twice in one day.
○ Visuals: A swirling spiral of greenish-brown light surrounds the target person, then shoots off and into the caster. Both the target’s and the caster’s eyes glow faintly greenish-brown for the duration of the spell.
○ Enchantments Or Potions: None
● Elemental Will:
○ Color: Dark yellow with swirls of either earth brown, cloud white, water blue or fire red
○ Glyph: An asterisk-shape made up of a straight line (earth, vertical), a swirly line (air, left diagonal), a jagged line (fire, horizontal), and a curved jagged line (water – think wave shapes, right diagonal)
○ Requires: A “token” of either the element itself or something that represents it (a clod of dirt, a match, a few drops of water, a picture of a cloud, etc). The token is squeezed between both hands as the caster concentrates and says the name of the element he or she wishes to control out loud. Once the spell takes, the caster’s aura will flash, and the token vanishes in the appropriate manner.
○ Effect: Allows the caster to manipulate one of the four “classical” elements – earth, air, fire, or water. The caster can only command one element at a time. The caster, however, gains complete control of any and all manifestations of the element within a one-mile radius. The caster can make the elements do whatever he or she wishes just by concentration (often aided by appropriate arm movements), and is immune to all harm from them (can’t drown if controlling water, can’t burn if controlling fire, etc). The spell lasts for a full day.
○ Visuals: The caster’s aura becomes visible for a moment as the spell takes, then flashes briefly either brown (for earth), white (for air), red (for fire), or blue (for water). The “token” used in casting will also vanish in an appropriate manner (earth will crumble, water will drip into nothingness, fire will flare up then fizzle into ashes, air will whistle away in a gust of wind). After that, visuals depend on the element in question:
- Earth can be pulled up into massive walls, dropped into sinkholes, form crushing fists, or entomb a person in an instant.
- Air can be directed into howling winds, calmed into utter stillness, whipped up into tornados, and send someone flying. (Yes, it is technically possible to “fly” with this power, but it requires immense concentration and is really only recommended for high-level casters. Raven’s Wings is still the safest way to fly.)
- Fire can be fed into a towering inferno, dropped to the tiniest flame, extinguished or lit with the snap of a finger, and be wrapped around a luckless foe.
- Water can be pushed into a raging river, calmed into a still lake, swirled into a whirlpool or waterspout, and suck an enemy into its depths.
○ Enchantments Or Potions:
- Elemental Potions are made by dropping the token in any liquid except plain water (since that’s a controllable element, the spell will get confused and fizzle) and mixing it in while casting. The resulting potion is a swirling mixture of dark yellow and the appropriate elemental color (brown, white, red, or blue). An incorrectly-made potion makes the unfortunate drinker MORE susceptible to damage from that particular element (drowns faster, burns hotter, etc). Attempting to drink one of these potions after already having cast the spell, or to drink more than one, results in the caster not being able to use any form of the spell for a week.
● Rise Oh Putrid Flesh:
○ Color: Worn, weathered-looking grey (like an old gravestone)
○ Glyph: A ball-and-stick hand raising from a straight line
○ Requires: Something from the grave of the corpse – a chip of gravestone, a pinch of dirt, etc. – and some of the caster’s spit. The caster spits onto the grave “token” and squeezes it in his/her hand, concentrating on the corpse’s rising. The token crumbles away to nothing once the spell takes.
○ Effect: Allows the caster to raise a corpse as a meat (or skeleton) puppet. The caster controls the corpse through verbal commands, which are carried out to the best of the corpse’s ability. The corpse can be commanded to do anything a normal human can do – although “die” simply ends the spell right there as the corpse collapses back into inertness. The corpse does however continue to rot, so it’s recommended to have spells ready to keep it clean and smell-free. The corpse remains active until the caster ends the spell or until three days have passed, at which point it must “rest” a day before being raised again. This spell cannot restore a person’s soul to its mortal shell – if you want to talk to a deceased loved one, you need either Reaper’s Speech or Slip Through The Veil. It also cannot raise a corpse that is older than ten years.
○ Visuals: A gritty grey haze covers the grave, then the corpse claws through whatever obstacles are in its way until it pulls itself out of the dirt. Those who want better-looking corpses are advised to dig out the grave and open the coffin. The corpse’s eyes/eye sockets have a light grey haze over them while the spell is active.
○ Enchantments Or Potions: None