Knicks & Knacks

A List of Spells [Setting]

The common spells available within a setting speak to the needs of the setting. Common spells should function similar to automation - common, difficult or dangerous tasks are instead replaced with a spell which can produce that effect with greater ease or safety.

For example, a world where the sun never sets and there is no shadow would never produce a "Light" spell; a world with a high-reliance on automobiles would have great need (and probably develop) a "Car" spell used by Drof or Telorvehc magicians.

Additionally, a short list or long list communicates certain things about a setting. Short lists speak to a setting where magic is rudimentary or inaccessible; long lists speak to a setting where magic is well-developed or has great ease of access. What isn't included can say as much as what is included.

The Spell List

Here's the spells which are "common" in the world. This does not mean that everyone has access to all of them; it means these are the spells practitioners might know and spells a character would likely see. These spells solve tasks which are either dangerous, difficult, need to be done immediately, or some combination of the three. It isn't exhaustive - a few more may be added - nor is it final - a few may be replaced - in the future. 12 felt good for now, though.

1. BERM

Create a wall half your height in height, thick as you are, and twice your height in length.

2. CALM

Suspend strong emotions or energetic movement from an awake, living target (already calm targets fall asleep).

3. CLEANSE

Pull all the contaminants out of a liquid (water is made safe to drink).

4. COAGULATE

Stop the bleeding of as many wounds as you lay hands upon.

5. DIG

Produce a hole up to your height in diameter and just as deep in non-living material.

6. LIGHT

Imbue a fist-sized or smaller object with light twice that of a torch's in intensity.

7. PORTER

Manifest a floating, shimmering container capable of holding a camel's worth of weight.

8. REFRESH

Revert food stuffs to their last safe, edible state.

9. REINFORCE

Reinforce an area your height in diameter to hold up to a camel's weight.

10. SNARE

Trap and restrain a human-sized leg or smaller appendage or object to a surface.

11. THUMP

Choose an object or surface within sight and hit it with the force of a handheld battering ram.

12. VEIL

Protect a creature your size or smaller from environmental hazards.