Note: Our book of songs declares it well: God has spoken once; twice I have heard this; that power belongeth unto God.
- Ps 62:11

The spells listed below are for entertainment only. These do not work in the dimension of Earth, and only operate in the Lynvian dimension. What's more, casting any of these is dangerous, and the caster must acknowledge that the power to use them comes from the One, not from some inner source. Furthermore, failure to do this can result in the destruction experienced by Klavieh and her father. Take warning.

The new Court Magician Skak has compiled this catalog of casted spells. Some of these he came up with on his own. Others were discovered by earlier wizards, and credit for discovery is given where known. Use at your own risk.

HEALING

CLARRALET

The first spell Kyne heard, pronounced by the dragon, Grrathnak, when healing him. The name, CLARRALET, is a concatenation of two Lynvian words, CLAR (make) RALET (new). The words are not important other than as a focus point and direction of the healing action. This does not perform cosmetic improvement, it merely heals tissue, so if a gaping wound is presented, close the wound up with fingers or thread, or cloth, before healing. Otherwise it may leave a very nasty scar. This spell can be used on humans, dragons, or any other living creature.

SILENCE

VORCHAN

This is likely the very first spell cast against Kyne, when he was a little child. The hated word. His mistress, Fallon, was his constant companion, and her main purpose for attending him was to silence him whenever he was about to wish for something, because his wishes could have disastrous results. The phrase VORCHAN is a concatenation of two Lynvian words, VOR (no) and CHAN (speech). Its effects only last a short time. about 5-10 minutes, depending on the strength and ability of the caster, and the determination of the victim to talk.

FIRE

L'VARR

Likely the first spell King Kyne cast, L'Varr is also the name of his deceased father. It is usually the first spell learned by any spellcaster, for it's the easiest to execute, and the most dramatic early spell anyone could use. Fire can keep one warm, in a fireplace, or it can burn a person, when cast incorrectly or as a weapon. The weakest wizards can create a ball of fire about as large as a fist. The most adept can create one as big as a house. These use energy from the caster, and can leave one a little weak.

WATER

CHLOR

This spell doesn't actually create water from nothing. It draws and concentrates water from the surrounding air or body of water. The water can be directed where desired, either to slake the thirst, drown a foe, or cut a slice through rock. The purpose, concentration and force is controlled by the user, but drains energy from them as well. Be careful with this spell. If no water is nearby, and none in the air, water may very well be drawn from the caster, leaving them dehydrated at best, and powder at worst.

WIND

VESS

Wind control is difficult. THe direction and force of it is unpredictable, usually, and requires significant concentration to send it where you wish. The weakest wizards can barely blow out a distant candle with it. An adept wizard can blow over a wagon with it. The air is taken from the surrounding area, but a small amount is taken from the caster, often leaving them a bit out of breath.

TORNADO

VESSER

The tornado is a master level spell, and only adept wizards should even attempt it. It draws massive amounts of air from the surrounding area, and unleashes a swirling and powerful vortex of air that cannot be controlled. The resulting vortex will move in the direction of least resistence, destroying anything in its path. Discovered by Tek, it's not to be used except as a last resort.

LIGHT

CHEDETH

Light is required for life and growth, and for direction. The light spell can be cast onto an object, giving it a warm glow for a period of about an hour for the weakest wizards, and for years, in the case of extreme adepts. The usual period of illumination though is a bit less than a day. Nobody knows who first discovered this spell, but it was invaluable in getting Kyne through a dark place.

CURE POISON

THYN TROSS

When Kyne is attacked with a poison weapon, his only hope of survival is to be cured of the poison coursing through his veins. He nearly does not make it. This spell saved him, and is a useful spell to recover from poisoning, whether accidental or intentional. That is what the Lynvian phrase means, as well - Reverse Poisoning.

BLAST

V'RAK

This is a spell discovered by accident when Skak was attempting to cast FIRE. Whatever it is cast into will explode, sending shrapnel and shards into surrounding victims. Skak found this a very dangerous spell and nearly died from his discovery.

THIS STINKS

VET RECH

Another spell cast by accident by our court wizard, Skak cast this in anger when he was unable to cast Fire. Oddly, the name of the spell also describes its probable result, as the smell this spell produces is so noxious, the caster and all those around them exposed to the stench will begin vomiting uncontrollably. Do not try this spell in an enclosed space.

WARP

SPECH

Garon's old mentor Verivan came up with the warp spell, which opens a portal to another dimension, or a gateway to another place in the current dimension. There is a theory that if you placed one warp gate within another, at an angle to it, you might actually be able to also travel through time. .

COMPULSION

RAVAS

Compulsion is an outlawed spell, used by the Dark to force the weak or simple-minded, or even unprepared, into doing things they are unaware they are doing. THis spell is off-limits to any wizard in Lynvia, and any caught performing it will suffer banishment or worse.

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