The "Popular Canon" of General Spells

 How many word processors can you name off the top of your head? One? Two? How about operating systems? Three maybe? There are dozens and dozens of options in each of these categories, but only a few are household names. With familiarity often comes wide availability. The software you thought of is probably not hard to find a copy of (though it might not be free).

I see spells in Invisible Sun as working much the same way (in fact the connections to software don't end there, but let's not get ahead of ourselves). There are many people creating spells independently of each other, and thus there are a great many spells, often overlapping in functionality. How is the spellcasting public supposed to navigate this deluge of options? Say you want to turn invisible. There are about a dozen spells that could do that (or an equivalent effect) for you. However, every vislae and their cousin is probably just going to use "Vanish From Sight". Why? It's simple, effective, and widely available.


PCs in Invisible Sun are supposed to have been vislae for some time. They were once journeymen, but when a campaign begins (at least Rules As Written) they are first degree in their Order (or lack thereof). They may not "know" a lot of spells (as in, own a copy and be practiced in its use), but they almost certainly know of a lot of spells. Vislae are a gossipy bunch and they're often obsessed with pop culture. I have to imagine there would be a warding spell every vislae could immediately recognize, a combat spell every vislae has heard of, a scrying spell everyone knows to look out for, and so on. However, Invisible Sun the product dumps a few hundred spells on you and trusts you to make use of that. This can be an overload of information for GMs, but also for players, who are often dizzied by the supposedly simple prospect of choosing their starting spells.

So! I have taken the liberty of diving into the arcane mélange and culling a short list of general spells that can be considered the "popular canon". These are the spells every vislae has likely heard of, and which are probably in stock at most decent sized spell libraries. Peruse the list here, sorted by level and then alphabetically:

https://docs.google.com/spreadsheets/d/1FEgC9rrIC0kHxGJR-P7GSy6XHFU50ktv8n4EJD90JKw/edit?usp=sharing

NameShort DescriptionLevelDepletionColor
Accoyed SavageryPrevent a target from being hostile for a turn1One useBlue
Calligraphic DisplayMakes up to ten illusory words float over someone's head10 (hour)Grey
Illuminating GlowMakes an object glow brightly1SunriseGold
Imaginary ThreatSimple mental trick to buff intimidation attempts1EncounterBlue
ImpedimentaCreates difficult terrain to slow opponents10 (round)Silver
My MarkMarks a target with a symbol only you can see1SunsetSilver
Object ArcanumHides an object on your person1Sunset/SunriseGrey
Plentiful PocketsAllows many items to be stored on your person10 (day)Silver
Posterity's BlessingMagic dictation/notekeeping1Sunset/SunriseIndigo
SketchCreates a photo quality drawing of what you're looking at1One useIndigo
Voluble AcquaintanceMakes someone talkative1EncounterBlue
A Simple RepastCreates a simple meal for one person2NoneSilver
Abandoned ResolveSaps a target's will to do something20 (round)Blue
Aerophilious DesireFly a short distance2RoundGreen
CleansingSimple spell to magically clean as well as dispel curses and poison2One useGreen
Conjured LoverMagical sex doll2Sunset/SunriseSilver
Falsehood's HaloDetects lies2EncounterIndigo
FigmentSimple illusion of a creature up to my size, visual only2ConcentrationGrey
Flesh MailBuffs armor2EncounterInvisible
Gibbering FoolRemoves target's ability to speak intelligibly20-2 (hour)Blue
Imbue KnowledgeLeaves a mental note for others, can be tied to location or triggering event2One useIndigo
Patterned FleshCosmetic change that can be used to buff stealth or hinder attacks through distraction20-4 (hour)Grey
Sleep of the RestlessPuts a creature into a very light sleep20 (round)Blue
Thaumaturgic StrikeSimple ranged attack, damage as level2NoneRed
Crown of ChainsConjures chains to attack, grab objects, anchor you to something, or grapple beings30 (round)Silver
DelirationGo insane for a stat buff3Sunset/SunriseBlue
DemonshriekPsychic ranged attack that may backfire3One UsePale
Eidolon of RestBuffs house against intrusion3Sunset/SunriseInvisible
Enhanced PhysiqueArcane steroids, buffs physicality3Till pool refreshGold
EphemeronCreates a functional mundane object out of dirt, must be one-handed30-3 (hour)Silver
Exacting EyeBuffs aim (accuracy pool)3Till pool refreshIndigo
GrudgeMagical barrier against up to ten named individuals30 (day)Silver
InvolucrumMakes nearby items swirl around you to buff armor30-2 (encounter)Invisible
ObtrusionForces someone to share your opinion on a topic30-2 (hour)Blue
Refutation of ThreatNullifies the next physical attack against you3NoneInvisible
Sight of TouchTracks an object3SunsetIndigo
Temporal AdjustmentSimple mending spell, reverse effects of time on an object by up to a year3NoneGold
Twofold ObjectDuplicates a mundane object3NoneSilver
Circumambient AssaultSimple illusion to debuff target's defenses and cause them to lose an action4One useGrey
Heart's MessengerConjures an animal to deliver a message, type depends on heart4One useSilver
Limb PossessionAllows you to take an action with a nearby target's limb40 (round)Blue
Mien of AdaptationAcclimates you to any atmospheric conditions4Sunset/SunriseGold
Sealed DoorLocks something so it requires magic to open4Till openedInvisible
Thought Becomes MotionSimple telekinesis40 (use)Green
Unfit VisionsBlinds a target40 (round)Gold
WitchsightSimple scrying, must have been to location before4NoneIndigo
Confused AllegiancesMakes a target fight their allies50-2 (round)Blue
Eldritch EscutcheonWards a structure against scrying, teleportation, and summoning5Sunset/SunriseInvisible
QuickeningAnimates an object as an obedient automata5NoneGreen
Red PresenceDetonates an object, causing AOE damage5One useRed
ConjoinmentForcefully magnetizes two targets together, harming them and hindering actions60 (round)Gold
Emblem of AgreementMagically enforces a contract6Till pool refreshIndigo
SigilshieldEnhances dodge defense6EncounterSilver
Vanish from SightSimple invisibility spell60 (round)Grey
EntrapmentTraps a target in a floating sphere that prevents them from casting (or being affected by) magic80-4 (hour)Silver


Criteria I used when selecting the list:
-levels 8 and below (we're told the most popular spell library, Grynn's Gramarye, stocks up to level 8, which means spells above that are probably not commonly available)
-No facets
-Does a thing that could be considered to have popular utility
-Minimal overlap in functionality with other spells on the list
-Available in the Black Cube (pretty sure there's no exceptions here, but if something from Book M got mixed in let me know)

Ways you can use this list as a GM:
-Separate out all these spells from your Cube and keep them as a separate deck. Offer that deck to players to pick their starting spells from at character creation, and use it to stock small spellbook shops or libraries.

Ways you can use spells not on this list as a GM:
-Offer them as loot! I have all my other spells sorted by facet, so I can say things like "you find a spellbook that seems to be focused on pyromancy" and then pick three or four spells from the "Fire" facet deck to show to the players. It allows a party to continue to see new spells as they level up and explore the Actuality. Tangle with The Church of Midnight? They probably have some high level spells you could learn (or steal), as well as some "Night" or "Darkness" spells you haven't seen before. As a GM, it's easy to prep something like that with sorted spell decks.


...

How else are spells like software? Ah, well here's where we depart from Invisible Sun RAW a bit. I find it fun to take the logic of this connection a bit further, but it requires a bit of worldbuilding that doesn't have any textual backing in published Invisible Sun material. In my games, spells can be "buggy" meaning they are poorly written and often result in flux. They most popular spells tend to be the opposite, well thought out and reliable, since they have stood the test of time and become popular in part because of their stability. Spells with active authors can receive updates! This requires a legally purchased copy of the spell in a registered spellbook, but it means that when someone reports an issue with a spell to the author, they can make a change to the text of the master copy and it is automagically reflected in the spellbooks of every other (legitimate) copy of the spell. This means getting access to the master copy of a popular spell is potentially very desirable...

Taking this logic further, some spells are incompatible with each other. They will break and not function properly (or at all) if written into the same spellbook. This often results in flux of varying severity depending on the power of the spells in question. On the contrary, some spells have dependencies, meaning they will only function if written into spellbooks that contain one or more specific spells. Some spells are "open source" meaning the text of individual copies can be freely changed by anyone who knows how, while others are proprietary, using various means to magically obfuscate their text and prevent edits. Vislae would be able to tell what such a spell does, but not examine the exact inner workings of how. There is also such a thing as magical "DRM", which makes it difficult or impossible to make unlicensed copies of certain spells (to prevent spell piracy). And so on...

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