Fusion Spells

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Seeds are the building blocks of planar magic, and can be combined in powerful spells. A Fusion spell will have a Primary Seed Rank, and a Secondary Seed Rank. To learn a Fusion spell the sorcerer must have the required ranks of both Seeds. Learning a Fusion spell costs 2 GXP x the Primary Seed Rank of the spell. The Fusion Spells below are ordered alphabetically by Primary Seed.

Fusion Spells
Primary Seed Primary Rank Secondary Seed Secondary Rank Name Description
Animate 3 Conjure 2 Animate Golem Animates a deadly construct.
Compel 3 Summon 2 Planar Possession Suppresses the target’s mind, supplanting it with a planar entity under your control.
Create 3 Animate 2 Arm Revenants Create planar weapons and armor for undead servants.
Conjure 3 Energy 2 Energy Constructs Force planar energy into basic shapes creating barriers, or attacks.
Drain 3 Create 2 Leech Blade Planar weapons drain the target, restoring the caster.
Energy 3 Transform 2 Elemental Body Caster gains resistance, reactive damage, and an aura of the chosen energy type.
Scry 3 Slay 2 Black Mirror The caster may cast death magic on targets revealed in the black mirror regardless of distance.
Slay 3 Ward 2 Death Ward Wards provide protection against death magic.
Summon 3 Drain 2 Life Link Damage dealt to the caster is instead dealt to the summon.
Transform 3 Compel 2 Twist Form Deform a target's body against their will, dealing lethal damage.
Portal 3 Scry 2 Through the Looking Glass Portal to destinations viewed through a Magic Mirror.
Veil 3 Portal 2 Vanish Caster turns invisible and appears somewhere else (still invisible).
Ward 3 Veil 2 Shimmering Ward Warded target gains brief concealment when the Ward breaks.