John Biles Grimoire

Attack Spells

Original work Copyright John Biles - Reproduced here as "theKeep.org" is no longer active

Spell Name Requires Components Complexity Casting
Time
Description
AKIRA!!!!!!! Basic Sorcery Shadow Maniulation
Shadow Opening
Incredibly Hard 3 Weeks
[22 Secs]
The caster shouts "AKIRA!!!!!" and white hot-light erupts out in all directions from the caster for a radius ranging from hundreds of yards to miles depending on psyche. This does nasty, ugly damage to unfortunates caught in it; anyone with Amber or lower Endurance is definitely toast, and those of greater Endurance will still fry badly and probably pass out. Great for urban renewal.
Anthy's Arboreal Onslaught Basic Sorcery Magical Energy
Shadow Manipulation
Hard 2 days
[19 Sec]
This causes an entire forest, miles across, to come to life and start attacking unwanted intruders. The trees are not particularly skillful, but they're quite strong and tough. They gain limited mobility; They can't go too far and don't move too fast. But inside a forest, there's little space to run to when everything is alive and coming after you...
Anthy's Focused Windbolt Basic Sorcery Shadow Maniulation
Shadow Opening
Average 8 Minutes
[9 sec]
This creates a very focused blast of wind. Depending on one's aim, it can be used to either disarm people, knock over objects, or through careful aiming, knock people down.
Anthy's Windblast Basic Sorcery Shadow Maniulation
Shadow Opening
Difficult 1 hour [12 sec] Winds rush inward to a central point, tending to tug those caught in them along, then explode back outwards with hurricane force. This tends to slam everyone in the area into things quite painfully, blow out walls, knock over anything that can fall down, and so on.
Anthy's Windbolt Basic Sorcery Shadow Maniulation
Shadow Opening
Average 8 minutes
[9 sec]
This creates a powerful gust of wind which will blow just about anyone off their feet unless their Strength exceeds the caster's Psyche. They will then tumble a fair distance, dependant on caster psyche.
Blindness Basic Sorcery Shadow Maniulation Difficult 1 hour
[12 sec]
This spell renders the victim blind. It is invasive magic, and requires beating the target's Psyche. Targets with Shapeshifting can easily heal the optic nerve damage involved. Those of sufficient Endurance will eventually heal the damage involved.
Breaking Point Basic Sorcery Detect Substance
Magical Energy
Shadow Manipulation
Average 8 minutes
[9 sec]
This spell requires a successful combat strike to release; it guides your hands to strike the optimal point for breaking whatever you're hitting. This will automatically shatter any normal object liftable by hand; objects with damage resistance qualities should be treated as one level lower in protection and as if the blow was with a strength equal to the caster's Psyche.
Cardiac Arrest Basic Sorcery Mind Touch
Shadow Manipulation
Difficult 1 hour
[12 sec]
This spell triggers a heart attack. This kills people of Human endurance, knocks out those of Chaos Endurance, who will need a week of bed rest, and sends those of Amber or higher unconscious for a while dependent on Endurance (Those with enough might not even pass out). It requires you to overcome the target's psyche.
Cobras of Wrath Basic Sorcery Magical Energy
Shadow Manipulation
Difficult 1 hour
[12 sec]
This fires off a barrage of magical bolts that resemble cobras at a small group of targets
Color Spray Basic Sorcery Shadow Maniulation
Shadow Opening
Average 8 minutes
[9 sec]
This produces a spray of colored light in a sixty degree arc from the caster's hands. It will blind and confuse those in the area of effect if you beat their psyche. The confusion lasts seconds to minutes, depending on your psyche advantage.
Death Goes Better with Jello Advanced Sorcery Intelligent spells
Magical Energy
Shadow Manipulation
Shadow Opening
Challenging 4 hours
[15 sec]
This spell is generally blamed on a strange conversation between Chef Bork and Mitsune and a bottle of wine. It unleashes a flying horde of angry Jello cubes on your foes. The cubes emit paralytic poisons on anything they touch; they strike with a Strength equal to the caster's Psyche, and the paralysis is resisted with Endurance. The cubes fly as fast as a horse can run.
Deep Submerge Basic Sorcery Shadow Maniulation
Shadow Opening
Difficult 1 hour
[12 sec]
This unleashes a great wave of water which batters, knocks down, and engulfs everything in its path until it runs out of force.
Endless Ammo Basic Sorcery Magical Energy
Shadow Manipulation
Shadow Opening
Average 8 minutes
[9 sec]
This spell will supply a missile weapon with effectively infinite ammunition. It lasts for minutes to hours, depending on caster psyche.
Entangle Basic Sorcery Magical Energy
Shadow Manipulation
Difficult 1 hour
[12 sec]
This causes hyper accelerated plant growth over a small area; the plants will grow fast enough and strong enough to entangle people; those with Strength or Warfare superior to the caster's Psyche can evade this if they flee the area. Those with superior strength can simply wade through the plants. They also can be burned or chopped.
Fireball Basic Sorcery Shadow Maniulation
Shadow Opening
Difficult 1 hour
[12 sec]
This spell causes an explosion of flame ten feet in diameter, up to Psyche + 30 feet away. It must be aimed with your Warfare.
Flash Basic Sorcery Shadow Maniulation
Shadow Opening
Petty 2 seconds This spell produces a bright flash of light in a target's face, blinding them for a few seconds.
Grease Basic Sorcery Shadow Maniulation
Shadow Opening
minor 45 seconds
[6 sec]
This creates a large grease slick wherever you point. It's quite flammable. It can also be used to coat people or objects. One can either produce vehicular grease or fatty cooking grease.
Hiko's Living Flame Basic Sorcery Mind Touch Difficult 1 hour
[12 sec]
The victim believes he is on fire and reacts appropriately. This requires a psyche advantage.
Hiko's Rings of Fire Basic Sorcery Shadow Maniulation
Shadow Opening
Difficult 1 hour
[12 sec]
This spell causes fires off discrete rings of flame about a foot across at various victims, aimed with warfare.
Hiko's Sniper's Flame Basic Sorcery Shadow Maniulation
Shadow Opening
Difficult 1 hour
[12 sec]
This spell unleashes a stream of flame from the caster's fingertips, aimed with Warfare. It can be directed at one person or spread across an arc to nail multiple victims.
Instant Weapon Basic Sorcery Shadow Maniulation
Shadow Opening
Minor 30 Second
[6 Sec]
This spell grabs you a hand or missile weapon appropriate to the shadow you're in; missile weapons come loaded and with a few extra stones/arrows/rounds/etc.
Keiko's Magnificent Catapult Basic Sorcery Shadow Maniulation
Shadow Opening
Difficult 1 hour
[12 sec]
Channels kinetic energy into a scoop-shaped burst of force roughly twenty-five square feet in diameter--enough to throw a single human (or larger than human) sized target roughly a hundred feet straight up at high speed, or a hundred feet in any one direction before gravity starts to slow them down and they begin to transcribe an arc. Often used as a follow-up to Keiko's Patented Anti-Makoto the Mad Ice Spell.
Keiko's Patented Anti-Makoto the Mad Ice Spell Basic Sorcery Shadow Maniulation
Shadow Opening
Difficult 1 hour
[12 sec]
This spell flash-freezes the air around a single target, encasing them in a block of solid ice a little bigger than they are.
Keiko's Stunning Mindblast Basic Sorcery Mind Touch
Magical Energy
Challenging 4 hours
[15 sec]
A group version of the basic Mindbolt spell. Up to ten targets within sight range can be hit at once, but the effect is diminished depending on the collective mental power of the targets versus that of the caster.
Keitaro's Flaming Darts Basic Sorcery Shadow Maniulation
Shadow Opening
Average 10 minutes
[9 sec]
This spell fires one or more flaming darts (dependent on Psyche) at the target. Whether they hit is dependent on the caster's Warfare.
Kozue's Electrical Vengeance Advanced Sorcery
Pattern Sorcery
Magical Energy
Measure Substance
hadow Manipulation
Shadow Opening
Intelligent Spells
Pattern Sorcery
Hard 1 Day
[18 sec]
This spell produces a stream of very nasty lightning. The spell has a mind of its own derived from that of the caster and can thus do stunts like chase people around corners, weave through a crowd, etc. It keeps going until it hits the target, something dissipates it, or too much time passes (which varies by the Caster's psyche). Once it hits, it hangs around for a while, continuing to electrocute the victim. And it has the ability to chase people through shadow if they attempt to flee it in that manner. It can match the speed of a hellride if necessary.
Lesser Petrification Basic Sorcery Shadow Maniulation Challenging 4 hours
[15 sec]
This spell turns a Shadow Dweller to stone permanently. It is not strong enough to affect those imbued with reality, and creatures with Shapeshifting can turn themselves back to normal fairly easily.
Lily's Freezing Mist Basic Sorcery Countermagic
Magical Energy
Shadow Manipulation
Shadow Opening
Challenging 4 hours
[21 sec]
This creates a large cloud of freezing mist dozens of feet across. It obstructs vision to only a few feet and then inflicts cold damage on everyone caught in it. Especially bad for fire and heat creatures. It douses all open flame and tries to dispel any fire magics active in the area.
Major Petrification Advanced Sorcery
Shapeshifting Sorcery
Shadow Manipulation
Mind Touch
Magical Energy
Shapeshifting Sorcery
Challenging 4 hours
[15 sec]
This spell turns Shadow beings to stone permanently, and will turn beings of Reality into stone if you beat their psyche. If you have a handy magical energy source, you can link them to it and keep them stone forever, otherwise, it lasts a period of time proportional to your psyche, from a few hours at Chaos Rank, to years or decades at 75+. Shapechangers can break loose in half the time, and you have to beat their psyche by at least 20 points, or you only partially calcify them.
Michelle's Inspirational Music Basic Sorcery Magical Energy
Mind Touch
Shadow Manipulation
Average 6 minutes
[9 sec]
This spell summons forth inspirational music for battle or some other dangerous activitity, fortififying the will of the caster's allies to do battle. This helps them to resist both natural and magically induced fear, and if the caster's warfare is greater than that of his allies, it will slightly increase their fighting skills as they go to it with renewed vigor and cooperation.
Michelle's Irresistable Dance Dance Revolution Basic Sorcery Mind Touch Difficult 1 hour
[12 sec]
If you beat the victim's Psyche, he will find himself dancing uncontrollably until some period of time dependant on the differences between your psyches passes (If the caster chooses to keep concentrating on you, the wearing off clock doesn't start ticking until they stop concentrating).
Mindbolt Basic Sorcery Mind Touch
Magical Energy
Average 7 minutes
[9 sec]
This spell fires a mental blast at the victim's mind, stunning or possibly killing them if you can overcome their psyche.
Mitsune's Boxing Fist Basic Sorcery Magical Energy
Shadow Manipulation
Average 6 minutes
[9 sec]
This creates a fist the size of a human torso which the caster can control at a distance. It flies along at the speed of a galloping horse, and strikes with Strength equal to the caster's Psyche. It must be actively controlled by the caster or it just floats, waiting for attention. It's easy to go around, but that just lets it strike you from behind. It is vulnerable to being chopped apart.
Mitsune's Crushing Hand Advanced Sorcery Intelligent Spells
Magical Energy
Shadow Manipulation
Challenging 3 hours
[15 sec]
This creates a hand the size of a human being which attempts to grab the target and crush him. It has a strength equal to the caster's Psyche. Being intelligent, it can fight on even if its creator dies or passes out and need not be actively controlled. It flies at the speed of a galloping horse. It can lift a grappled target off the ground so it can't run, and restrain things with flight powers if they can't fly faster than it can. A grappled subject cannot effectively cast spells. Once it begins to crush the target, any victim whose Strength is less than the Hand's, will eventually be crushed either unconscious or dead, though the time needed varies by the difference between the strengths and the Endurance of the victim. The caster can redirect the hand to a new foe at any time. The hand can also be directed to act as a Shoving Hand, should you so desire, or to merely hold and not crush.
Mitsune's Fencing Hand Advanced Sorcery Intelligent Spells
Magical Energy
Shadow Manipulation
Average 12 minutes
[9 sec]
This creates a magical flying hand the size of a normal human hand, armed with a sabre. The caster designates a target and the hand keeps trying to chop them to pieces until it succeeds or the spell wears off or the hand is chopped to bits. The hand fights with the caster's warfare; the sabre does normal sabre damage.
Mitsune's Fencing Genius Hand Advanced Sorcery
Shapeshifting Sorcery
Persona Shift
Creatures of Blood
Intelligent Spells
Magical Energy
Shadow Manipulation
Shapeshifting Magic
Difficult 1 hour
[12 sec]
The caster pricks herself, transforming her own blood into a magical flying hand the size of a normal human hand, armed with a sabre. The caster designates a target and the hand keeps trying to chop them to pieces until it succeeds or the spell wears off or the hand is chopped to bits. The hand uses Persona Shift to become the hand of someone with high Warfare. There is some danger that if the persona of the person whose hand is being imitated is too strong, the hand may take on their behavior and priorities.
Mitsune's Flaming Fists of Fury Advanced Sorcery
Shapeshifting Sorcery
Magical Energy
Shadow Manipulation
Shapeshifting Magic
Difficult 1 hour
[12 sec]
The caster's fists shapeshift into coherent flame, and now inflict nasty fire damage on every blow in addition to the usual punch damage. The caster still has to use Warfare to hit, though.
Mitsune's Grappling Hand Advanced Sorcery Intelligent Spells
Magical Energy
Shadow Manipulation
Difficult 1 hour
[12 sec]
This creates a hand the size of a human being which attempts to grab the target and immobilize him. It has a strength equal to the caster's Psyche. Being intelligent, it can fight on even if its creator dies or passes out and need not be actively controlled. It flies at the speed of a galloping horse. It can lift a grappled target off the ground so it can't run, and restrain things with flight powers if they can't fly faster than it can. A grappled subject cannot effectively cast spells.
Mitsune's Hail of Pimpslaps Basic Sorcery Magical Energy
Shadow Manipulation
Difficult 1 hour
[12 sec]
This spell enables the caster to slap a group of people across the face at a distance. The blow will knock out and probably break some bones against Human Endurance, knock out someone of Chaos Endurance, stun someone of Amber Endurance, and do progressively less against higher Endurances. It also tends to make the victim fall down if his Strength is less than the caster's Psyche. Applied against a target's hand, it will disarm those whose Strength is less than the caster's Psyche. You must beat the target's Strength with yours to hit them.
Mitsune's Intelligent Boxing Fist Advanced Sorcery Intelligent Spells
Magical Energy
Shadow Manipulation
Difficult 1 hour
[12 sec]
This creates a fist the size of a human torso which the caster can control at a distance. It flies along at the speed of a running human, and strikes with Strength equal to the caster's Psyche. The hand will pursue its chosen target until the spell expires or it recieves new orders from its creator. It's easy to go around, but that just lets it strike you from behind. It is vulnerable to being chopped apart, although it is fairly tough.
Mitsune's Intelligent Shoving Hand Advanced Sorcery Intelligent Spells, Magical Energy, Shadow Manipulation, Shadow Opening Difficult 1 hour
[12 sec]
This spell summons up a large hand, about twice the size of a normal human, which begins to shove that target in whatever direction the caster desires until the spell wears off or the hand is chopped to bits. The hand has a Strength equal to the caster's Psyche; if the target has more strength than the hand, they can shove the hand out of the way or back towards the caster. Targets whose Warfare exceeds the Hand's Strength can simply evade the hand and get past it. The hand is capable of intelligent decisions and can use the caster's Warfare (and its own Strength) to evade blows and move about to herd the victim in the desired direction.
Mitsune's Paralyzing Punch Advanced Sorcery
Shapeshifting Sorcery
Magical Energy
Mind Touch
Shadow Manipulation
Shapeshifting Magic
Difficult 1 hour
[12 sec]
When the caster strikes a blow, the surface of her fist shifts into an interface with the target's nervous system. This then instantly overrides their nervous system, frying it out, and leaving the target unable to move due to a lack of nerves. This requires a Psyche advantage, and the more advantage, the longer the Paralysis lasts. Targets with Shapeshifting or whose Endurance exceeds the caster's Psyche will either laugh this off or heal the effects very quickly.
Mitsune's Pimpslap Basic Sorcery Magical Energy
Shadow Manipulation
Average 6 minutes
[9 sec]
This spell enables the caster to slap someone across the face at a distance. The blow will knock out and probably break some bones against Human Endurance, knock out someone of Chaos Endurance, stun someone of Amber Endurance, and do progressively less against higher Endurances. It also tends to make the victim fall down if his Strength is less than the caster's Psyche. Applied against a target's hand, it will disarm those whose Strength is less than the caster's Psyche. You must beat the target's Strength with yours to hit them.
Mitsune's Rain of Blows Advanced Sorcery Intelligent Spells
Magical Energy
Shadow Manipulation
Challenging 3 hours
[15 sec]
Thus unleashes a storm of flying fists upon dozens of unfortunates. The fists begin chasing the targets everywhere until the spell wears off or they are destroyed, pummeling them with the caster's own strength. The fists can fly as fast as a galloping horse.
Mitsune's Shattering Punch Basic Sorcery Magical Energy
Shadow Manipulation
Challenging 4 hours
[15 sec]
This focuses ridiculous amounts of kinetic energy into your fist, at the same time, shielding it from impact. The first time you punch something, it unleashes this energy into the target with the force of your Psyche plus more energy.. Most inanimate objects, even with augmented damage resistance, will shatter from the force of the blow. Living creatures get to feel their bones shatter. Those of Human Strength probably die, too.
Mitsune's Shoving Hand Basic Sorcery Magical Energy
Shadow Manipulation
Shadow Opening
Average 6 minutes
[9 sec]
This spell summons up a large hand, about twice the size of a normal human, which begins to shove that target back until the spell wears off or the hand is chopped to bits. The hand has a Strength equal to the caster's Psyche; if the target has more strength than the hand, they can shove the hand out of the way or back towards the caster. Targets whose Warfare exceeds the Hand's Strength can simply evade the hand and get past it. The caster must concentrate on the spell.
Mitsune's Thunder Dragon Basic Sorcery Magical Energy
Shadow Manipulation
Shadow Opening
Challenging 3 hours
[15 sec]
This spell unleashes a huge dragon made of electrical energy which rushes forward in the direction the caster points, then detonates in an explosion of thunder and lightning. The lightning does electrical damage, while the thunder deafens and stuns low endurance victims.
Mitsune's Ugly Stick Advanced Sorcery
Shapeshifting Sorcery
Magical Energy
Shadow Manipulation
Shapeshifting Sorcery
Difficult 1 hour
[12 sec]
This spell conjures up a short, ugly rod. The first time you successfully whack someone with it, the spell goes off and causes them to become hideously ugly, assuming you have a Psyche advantage over them. Shapeshifters can just shift back to normal. Other people are screwed, unless they can walk the Pattern. This is invasive magic, so Pattern Defense will repel most or all of the effect with ease.
Real Shrapnel Advanced Sorcery
Pattern Sorcery
Magical Energy
Pattern Sorcery
Shadow Manipulation
Difficult 1 hour
[12 sec]
This spell imbues an object with reality, then makes it explode violently, hurling real shrapnel into everyone nearby with brutal force. Such shrapnel must then be carefully removed before any wounds caused by it can be healed. The object must be within dozens to hundreds of feet of the caster, depending on his psyche. The size of the object doesn't influence the size of the explosion, but the size of object that can be exploded is dependent on caster Psyche.
Rochester Rain of Glass Basic Sorcery Magical Energy
Shadow Manipulation
Shadow Opening
Incredibly Hard 3 Weeks The heavens rip open and razor sharp glass rains down from the sky for a number of minutes equal to your Psyche + 15. The shards do Deadly Damage (4) every minute to everyone caught in them. (If you have Advanced Conjuration, you can make the glass do Force Damage (8)). The shards rain down over a hundred foot diameter circle at Chaos Psyche, increasing by 100 feet for every 3 points of psyche above that.
Shadow Boxing Basic Sorcery Magical Energy
Shadow Manipulation
Difficult 1 hour
[12 sec]
This spell brings the victim's shadow to life and imbues it with strength equal to the caster's Psyche. It then tries to beat the snot out of the person it's attached to. This spell only works under conditions where shadows can exist; the person can eventually punch out his shadow, also.
Sleep Basic Sorcery Mind Touch Average or higher 10 minutes
[9 sec]
This spell induces magical sleep in the target. They can only be roused by a dispellation of the magic or by someone with higher psyche than yours, until the spell wears off naturally. The higher your psyche and the lower theirs is, the longer it lasts, from a few minutes for Chaos Psyche, to years for someone with 75+. This spell requires a fair psyche advantage to succeed, otherwise it just produces drowsiness. The higher the complexity, the more targets you can effect.
Smart Lightning Advanced Sorcery Magical Energy
Measure Substance
Shadow Manipulation
Shadow Opening
Intelligent Spells
Average 10 minutes
[9 sec]
This spell produces a lightning bolt with about the strength of a taser. It will badly hurt anyone of Human Endurance, knock out anyone with Chaos, stun those of Amber Endurance for quite a while, and have progressively less effect as the target's Endurance rises. The spell has a mind of its own derived from that of the caster and can thus do stunts like chase people around corners, weave through a crowd, etc. It keeps going until it hits the target, something dissipates it, or too much time passes (which varies by the Caster's psyche).t
Steal Sight Basic Sorcery
Shapeshifting Sorcery
Shadow Manipulation
ShapeShifting Sorcery
Difficult 1 hour
[12 sec]
This shapeshifts the victim to have no eyes. This effect requires a Psyche advantage to pull off. Those with Shapeshifting can, with some effort, shift their eyes back into existence.
Taser Basic Sorcery Shadow Maniulation
Shadow Opening
Average 5 minutes
[9 sec]
This spell produces a lightning bolt with about the strength of a taser. It will badly hurt anyone of Human Endurance, knock out anyone with Chaos, stun those of Amber Endurance for quite a while, and have progressively less effect as the target's Endurance rises. It requires aiming with Warfare.
Taunt Basic Sorcery Detect Substance minor 30 seconds
[6 sec]
This spell determines the best way to insult someone and shouts it out. If the target has any pushable psychological buttons, it will find them and shove. This will tend to enrage the target. Whether you can survive enraging them is another question.
Threadfall Advanced Sorcery Detect Substance
Intelligent Spells
Magical Energy
Shadow Manipulation
Shadow Opening
Hard 2 days
[18 sec]
A nasty black cloud arises over an area of one or more miles in diameter. This takes some ten minutes. Then, three foot long, thread thin organisms rain down from the sky and begin seeking to attack and destroy all animal life in the area (and they munch happily on plant life too). The organisms survive for minutes to hours depending on the caster's psyche, and do damage by extruding acid mixed with anti-life energy. An area devasted by Thread will take years to recover. For the true rampaging maniac, this can be combined with Conjuration to make the Thread continue to live until killed or dispelled, which can get messy. Fortunately, they're not hugely fast and attack as if they had the caster's Warfare and Strength.
Travis' Precision Grease Basic Sorcery Shadow Maniulation
Shadow Opening
Average 5 minutes
[9 sec]
This spell injects copious lubricants into the interior of some mechanism, generally causing it to move too freely. Machines will start to run wild or come apart, things latched shut (like say pieces of a suit of armor) will come loose from each other, and so on.
Travis' Slingshot Basic Sorcery Shadow Maniulation
Shadow Opening
minor 30 seconds
[6 sec]
This spell fires a small object at high speed towards some target. It requires warfare to hit successfully. It will do damage equivalent to a crossbow bolt if the object is sufficiently hard; it can also be used to hurl things like flasks of oil, grenades, etc.
Travis' Tornadic Slingshot Basic Sorcery Shadow Maniulation
Shadow Opening
Difficult 1 hour
[12 sec]
This spell creates a small whirlwind which grabs all available rubble, bits of straw, debris, etc, and flings it at incredibly high speed at everyone around it; the more Psyche you have, the bigger and stronger the whirlwind. Truly evil people cast this spell on things like a pile of flasks of nitroglycerine.
Venus' Bow Basic Sorcery Magical Energy
Mind Touch
Shadow Manipulation
Challenging 3 hours
[15 sec]
This spell calls up a bow that fires love arrows. They never miss, and if you beat the Target's Psyche, you can make them fall in love with or hate someone.
Voodoo Advanced Sorcery
Trump Sorcery
Magical Energy
Shadow Manipulation
Trump Sorcery
Difficult 1 hour
[12 sec]
This trump sorcery trick lets one use a person's trump as a sympathetic link to do nasty things to them from far across shadow. The classic manuever is to cause them to sicken and die slowly, so it's not even recognized as sorcery. However, Trump/Logrus/Pattern Defense will block this trick.
Weakness Basic Sorcery Mind Touch
Shadow Manipulation
Difficult 1 hour
[12 sec]
This spell drains the victim's strength. It requires a psyche advantage. The victim's strength begins to drain away as the mage maintains concentration; the higher the mage's psyche, the faster it goes. Eventually, the victim loses an amount of strength equal to the Mage's psyche + 25. If this drops the target below Human, they're too weak to move. If they drop below -45, they pass out. They recover at a speed determined by Endurance.
Yumi's Love Me Chain Basic Sorcery Mind-Touch
Shadow Manipulation
Shadow Opening
Difficult 1 hour
[12 sec]
This spell creates a whip made out of interlinked hearts. On a successful strike against a foe, it wraps round them, entangling and holding them in place, while trying to invade their mind and make them fall in love with you. The chain has a strength equal to the caster's Psyche, so long as the caster concentrates on it. You need a Psyche advantage to get the love magic to work; the bigger the advantage, the faster it takes effect. Once the whip hits a specific target, it can't be used to strike someone else; it evaporates once they fall for you.

Note: For casting time the figure in square brackets is the casting time if hung on a rack. But it still takes the original casting time to hang it on the rack in the first place!