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      • Blurb
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      • Magic
    • Not Technically Ghosts
      • Blurb
      • Writing Timeline
      • Read the Opening
    • Abandoned Works
  • Home
  • About Me
  • Current Projects / News
  • Spirit Rider
    • Blurb
    • Read Chapters 1-3
    • Writing Timeline
    • The World of Paralex
    • Places
    • Creatures
    • Magic
  • Not Technically Ghosts
    • Blurb
    • Writing Timeline
    • Read the Opening
  • Abandoned Works

The World of Paralex

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Spells

Contents

  • Blasting Spell
  • Darting Spell
  • Portal Spell
  • Switching Spell
  • Teleportation Spell
  • Warping Spell

Blasting Spell

“Really?” Acheron sneered. “A Blasting Spell, from that far away?"


- Chapter 6, Spirit Rider: The Royal Problem

~~~


Incantation: Rezgonn

Magical Art: Militurgy

Appearance: Flash of green light

Effect: Creates a directed burst of force which blasts the target some distance from the caster.

Notes:

  • Only works at short range
  • Not recommended in enclosed spaces. Whilst the blast is naturally directed away from the caster, the force can rebound in a confined space.
  • Do not cast against a solid surface, or the blast will rebound on the caster. 

Darting Spell

“We were both tracking you, but I headed him off here. He unleashed what must’ve been a thousand Darting Spells, destroying Mereton so he could escape me in the chaos. A Darting Spell ought to be some of the most basic magic there is, even you could manage it. But in Acheron’s hands, I’ve rarely seen magic that powerful, or that intricate.”


- Chapter 6, Spirit Rider: The Royal Problem

~~~


Incantation: Gilban Mirna

Magical Art: Militurgy

Appearance: Dart of red light

Effect: Strikes the target, causing a pin-prick, which may sting.

Notes:

  • Though the Darting Spell is widely considered low-level magic, rarely seen outside children's duels, recent events have proven that with the correct augmers, the Darting Spell can be converted to something extremely dangerous - as evidenced by the rogue Luceurge Acheron Beachis. The relevant augmers WILL NOT be repeated here for safety reasons.

Portal Spell

“Cast a Portal Spell on the right door and it connects you to another door somewhere else in the world, like a shortcut.”


- Chapter 8, Spirit Rider: The Royal Problem

~~~


Incantation: Nosach Ser Prela

Magical Art: Journurgy

Appearance: A purple portal will materialise within the targeted portal-door

Effect: Activates a portal linking two portal-doors across Paralex

Notes:

  • A portal will not activate if either the 'entrance' or 'exit' doors have been destroyed.
  • A portal only ever operates in one direction at a time. Once entering a portal, the natural forces of the magic will propel you to the other end. Attempting to enter the 'exit' door of an active portal, will simply launch you back out.
  • If a portal's 'exit' door is destroyed whilst the portal is active the portal will reverse and deposit any occupants back out of the 'entrance' door.
  • A portal will remain active for as long as living matter is passing through it, with a vacancy window of several seconds (depending on the skill of the Journurge who casts the Portal Spell) before deactivating.
  • Portal-doors which have not been properly maintained can sometimes produce lower-quality portals with a greater degree of turbulence or a chance said portal could be breached mid-journey by one of the rhinoceros that inhabit the space between portals. Though the latter remains unlikely and no one has been killed by a rhinoceros in more than 200 years. Using an unregulated portal-door could result in a fine of up to 300 rauds. If there is any doubt that a portal-door is unregulated, please consult the Official Regulated Portal-Door Registry or the nearest competent Journurge.
  • UNDER NO CIRCUMSTANCES use a portal-door if you think it has been moved from its original foundations. In the best case scenario an 'unsettled' portal-door will fail to connect to its corresponding door. If it does connect it will produce a highly dangerous portal - notably red in colour - which could be fatal to travel through. Given sufficient time, care, and enchantments, a portal-door can be moved, but this should only be done by a Master Journage in possession of a mystrospatial permit.
  • Whilst portals can connect doors between Paralex and pocket-dimensions, they are NOT to be confused with Gateways. A Gateway is a magical passage connecting Paralex to a specified pocket-dimension and cannot be directly controlled by magicians.
  • As a matter of semantics, one must remember that the Portal Spell only ACTIVATES existing portal-doors. Since Porturgy - power over spatial dimensions - is a Lost Art, no new portal-doors can be created.

Switching Spell

"... I identified and reversed a magical sequence that I’m confident has never been used by anyone besides Acheron, then he turns the whole thing around and grabs you with a simple Switching Spell!"


- Chapter 16, Spirit Rider: The Royal Problem

~~~


Incantation: Tarink Maw

Magical Art: Locaturgy

Appearance: A blink of light as two objects change positions

Effect: Causes two objects to switch places.

Notes:

  • The spell only has a range of few feet maximum.
  • The objects being switches must be of an approximately similar size / composition.
  • Whilst the spell only requires a small amount of magical strength, the level of precision needed to switch two specific objects often means a greater level of concentration required from the caster, making the spell both simple, yet difficult to master.

Teleportation Spell

"...You should never move from the caster once a Teleportation Spell has started! You’re lucky you didn’t materialise half-way through a tree!”


- Chapter 16, Spirit Rider: The Royal Problem

~~~


Incantation: Bledrew Tradu

Magical Art: Journurgy

Appearance: Flash / explosion of green light, which typically leaves a scorch-mark

Effect: Transports a person(s) to whichever destination they have in mind

Notes:

  • Whilst travelling great distances across a given continent is accomplished in mere minutes, it takes much longer (up to many hours) when crossing seas.
  • If the departure / arrival location is in extreme weather (wind, rain etc.), it can throw the caster off target.
  • Coordinates or a clear mental image of the arrival location are required for successful teleportation.
  • If teleporting with someone and physical contact is broken, the passenger can appear anywhere between the departure and arrival locations or sometimes not reappear at all.
  • If the caster loses concentration or teleports without clear coordinates / mental image, they can appear anywhere between the departure and arrival locations or sometimes not reappear at all.
  • The air crackles with green energy as a warning, a few moments before someone teleports to a location.
  • The magic effectively renders the caster / passengers as ‘information’ and reassembles them at their destination. So beings considered more ‘complicated’ (often due to age i.e. eons-old Magistructs) are much harder to transport. A Teleportation Spell is extremely painful for such subjects and can potentially unform them.

Warping Spell

“That was a Warping Spell,” Grim said, “short-ranged teleportation. He’s still in the Palace, but why go now?”


- Chapter 19, Spirit Rider: The Royal Problem

~~~


Incantation: Isoquil Ano Naci

Magical Art: Journurgy

Appearance: Caster vanishes and reappears in a puff of black smoke

Effect: Randomly transports the caster a short distance away

Notes:

  • Despite the randomness of the Warping Spell, should the magic be cast by a competent magician, the natural forces will ensure they are always warped to a corresponding solid surface and not half-way through a wall.


Copyright © 2025 James Finegan Author - All Rights Reserved.


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