Beatrice's Spell List

  1. The Radar spell - Kind of akin to a radar, where she'll be able to tell where she is, and then basically where other sentient beings are, in roughly a half-mile radius around her. She'll get location and altitude; if she holds the spell for a while, she'll get a rough sense of size. The only things that will pick up, though, are beings on the ground or beings in/on something on the ground - in a tree, for instance, or in the upper story of a building. Flying things would be off radar if they're in flight; things underwater, unless they're touching ocean/lake/river/etc/ floor or something on the floor, would also be off radar.
  2. "Somebody Else's Problem" field - This is a field or shield that can conceal anything in a limited fashion. It's not invisibility; it's more a glamour. A viewer will still see the object, but assume someone else will take care of it, essentially ignoring it as unremarkable. The field varies in size, but is never larger than a pickup truck. It's portable, and can be targeted on an object or person other than Beatrice herself, so she doesn't have to remain in the field.
  3. Mirror Spell - The name is partially misleading; what this spell does is create a shield around an opponent spellcaster. Externally, it's simply a protective shield - but the interior of the shield is "mirrored." Any spell cast at or through the shield rebounds from it and bounces around inside until such time as the energy is dissipated (or it hits the caster...). It doesn't defend against or reflect physical attacks, just magical ones; the shield stretches and moves to keep the caster always within it. Breaking the spell is a matter of someone outside taking down the shield or the mage inside putting up heavy shields and overwhelming the mirror's ability to reflect before their shields break from the pressure.
  4. The Absorbing Shell - This is a dual-layer shield; the inner is a standard protective shield. The outer shield absorbs magic sent against it and funnels that energy into strengthening the inner shield. The outer shield can be overwhelmed, hence the inner shield.
  5. Weather-ward - This is the spell Beatrice keeps on the ravens' room at her home in Sligo. It's a limited protection spell that ties into the local environment for energy. It can't protect from all of the weather - it's particularly weak in influence against temperature - but it can make an enclosed area much more pleasant. The enclosed area needs to have at least two 'walls', although more is always better; the way the spell is built, she can't just make a dome of pleasant weather in the middle of a clearing, but she can huddle against a cliff and make the immediate area nicer. The actual configuration of the protection can be altered by the caster, but the initial casting will protect against rain and snow, strong winds, and can lower particularly warm temperatures by about 5 degrees and raise particularly cold temperatures by 5 degrees. Modification to the protection will allow a greater change of temperature, but it's limited to a max of 10 degrees in either direction. However, the ward offers only limited protection against physical things; light flying debris will be deflected, such as paper and dirt and such, but heavier things (like falling trees!) will not necessarily be diverted by the ward.
  6. De-evolution - This spell temporarily reduces an opponent's mind to the level of an animal, effectively stripping the intelligence from the target. Granted, that's not always the best thing...
  7. Running Water - This spell completely hides the scent of a target or a small group of targets; it's centered on one target, so additional targets must be within about ten feet of the original target. Handy for concealing the passage of prisoners or smuggling explosives across borders...
  8. Fire Spirits - The spell summons one or more fire elementals from a pre-existing fire source. The flame on a match is enough to summon a single elemental; she can choose between a single elemental limited in size by the source of the fire, or many small (match flame-sized) elementals, the quantity of which is limited by the size of the fire. The size or quantity is also limited by Beatrice's ability to control them. The elementals are limited in intelligence and have a "lifespan" of no more than half an hour.
  9. Water Spirits - The spell summons one or more water elementals from a pre-existing water source. A palmful of water is enough to summon a single elemental; she can choose between a single elemental limited in size by the source of the water, or many small (palm of water-sized) elementals, the quantity of which is limited by the size of the water. The size or quantity is also limited by Beatrice's ability to control them. The elementals are limited in intelligence and have a "lifespan" of no more than half an hour.
  10. Stasis - The spell freezes any non-living objects in a given configuration or temporarily freezes the decomposition of a dead animal (or plant, or human). It has no effect on living flesh.
  11. Fire Shield - A simple protection from fire spell that can be extended to anyone Beatrice is in direct physical contact with. No flame will be able to touch those protected by the spell.
  12. Sunfire - There must be light present in the area for this spell to work, but if there is, a ball of swirling blue-green light condenses in the palm of Beatrice's hand. The actual size of the ball varies depending on the amount of ambient light, but the effect of the ball does not; it will not burn her, but anything else it touches burns with the approximate heat of a chemical fire - 1000 degrees or so.
  13. The Horses of Lir - A wall of water slams into the target area and overwhelms all standing there. Water must, of course, be present; a handful of water produces the wall just fine - but with a nearby body of water, the spell really shines. In the former case, it's a simple wall of water; in the latter, the horses after which Beatrice whimsically named the spell appear - not unlike Arwen's summoning in Lord of the Rings. The wall of water can move across land independently from its source, but once it has struck the target area, it dissipates.
  14. Dry Land - Put simply, this spell parts water. For a radius of 10 feet in any direction, including up and down, water will part as though it has encoutered an invisible barrier - which it has. Used against something akin to a fire hose, the water will spray out in all directions from where it hits the barrier; used underwater, it effectively creates a dome of breathable air... at least until the air runs out, that is.
  15. Wall of Flame - Like most of Beatrice's spells, this needs a source of fire to start. A wall of flame circles the caster, with a radius that can vary depending on what is desired, but is never larger than 20 feet in any direction (the diameter of the circle would then be about 40 feet).
  16. Flamejump - Causes a fire - from the size of a match to bonfire size - to shiver slightly and then jump up to 10 yards away from the original location in any direction chosen. If there is fuel for the fire where it lands, it will continue to burn; if there isn't, it dies out.
  17. Dizzying Fugue - Everyone in the range of the caster's sight, except the caster and whoever she is touching, seems to vibrate at varying high speeds. Sounds and scents seem to come from the wrong place. Closing one's eyes or being in complete darkness negates the visual effect temporarily; the spell has a limited duration of about ten minutes, so it will end eventually...
  18. Invisible Mason - The secret to Beatrice's building skills, this spell lifts, moves, and holds in place building materials. Most often she uses it for stone, but it's perfectly capable of holding up wood or drywall as well. It will only manipulate items that are ready for building and placing; for instance, the spell would not hold up a sheet of drywall if the wall itself hasn't been built yet. Useful for laying a row of bricks or a course of stone without a lot of towing things back and forth - as long as a row of mortar is already laid. The spell lasts as long as she cares to concentrate on it, and is not limited to any one object - so long as the next object chosen is ready for building, of course.
  19. Space-Heater - Much to Beatrice's chagrin, she's never been able to completely integrate the effects of this spell with the Weather Ward. This one requires at least four walls, a floor, and a roof - but assuming those things are present, it heats or cools the enclosed area to a very comfortable temperature. It also seals out wind and wet if the enclosure happens to be a tent. Once set, the spell lasts for ten hours, or until the enclosure is dismantled.
  20. Loyal's Shield - The spell garbs Beatrice's mount in a shield that perfectly mimics barding and protects the horse against physical attacks.
  21. Light in the Darkness - The spell improves vision in low light and normal light, and gives basic black-and-white vision up to 50 feet in the darkness. It also allows the caster to have a basic sense of where things are if actually blinded (or blindfolded).
  22. Bulwark - The spell reinforces rock formations and stone structures, strengthening them.
  23. Fish in the Water - The targeted creature gains the ability to breathe underwater.
  24. No-Fly Zone - All of the air in a target area rushes downwards, knocking flying creatures and objects out of the air and potentially knocking those on the ground over. The spellcaster herself is immune to the effect.
  25. Flashbulb - This spell concentrates the ambient light in the area to create blinding, dazzling flashes of light. Creatures in line of sight of the spell are temporarily blinded.
  26. Personal Shield - This spell creates a formfitting shield around Beatrice, protecting her from most physical harm and magical attacks. Swords won't cut or stab, for instance, but she's likely to have a few bruises from the experience...
  27. Inferno - This spell... well, it sets creatures on fire. Creatures near a source of flame are much more likely to be affected than those farther away from one; fire elementals, Beatrice discovered by accident one day, are a viable source of flame...
  28. Scatter - The spell makes a collection of small objects fly in every direction possible at high speed.
  29. Catch-Me-If-You-Can - A path or small road appears to vanish under the directives of this spell; a new path, apparently the correct one, appears some distance away and travels in another direction, although it may initially appear to travel in the same one. Effects fade after a few hours.
  30. Peace and Quiet - The spell creates a warding shield that excludes spellcasters, magical creatures, and agressive humans not named in the casting. This is a stationary spell; moving means leaving it behind.
  31. Dispelling Veil - The spell creates a permeable barrier that removes enchantments and spell effects from those passing through and unsummons summoned creatures. Another stationary spell.