Spell List:Underworld
Nekretairos (Dead Fellows): This spell not only beckons to disembodied spirits, calling them up so Logan may speak with them or ask favors of them, but can also grant the spirits a measure of influence on the physical world; allowing them to be seen, heard, and even touch tangible subjects. The summoned dead are not forced to obey him, nor compelled to be honest or even answer the call, but some measure of kinship is enforced by the spell, meaning the calmer, kinder, or even just bored spirits are more inclined to help, while the angrier, antagonistic, or cruel spirits would spurn or offend him. Ghosts of any kind can be summoned this way; human, mage, dog, whatever, but only if they remain in this realm: i.e. the recently deceased or those who refuse to move on.
- Ghosts who cease to be or are reincarnated cannot be summoned, and ghosts that have fallen into other realms, such as that of an underworld god or other such afterlife, must be contacted instead with the Pneumebelos spell.
neck-ret-air-osCooldown: 5 minutes, add 5 minutes if ghost is granted limited tangibility, add 10 minutes if granted total tangibility.Pneumebelos (Wicked Thresholds): A conjured portal to a supernatural realm, be they of demons, faeries, or even those of the more angelic inclinations. The connection established by the spell, linking two worlds, is temporary in every sense. Whatever goes in must come back out, and whatever comes out must go back in. Unlike
Nekretairos, the spell does not inspire even a slight sense of kinship, instead whoever answers is free to act however they please and think whatever they want- and there’s always someone, or something, that answers, even if it isn't who or what was summoned. The portal is ‘locked’ at first, but allows communication to take place without opening, and it can be opened only on the side it’s conjured on, so Logan can summon the door and someone next to him can open it, but nothing on the other side will be able to unlock the portal.
- Deals made through this portal are not enforced by his own magic, as with the spell Prostheno, nor are they permanent, instead they rely on the other’s nature; demons or faeries or angels who can't lie or can't break their promise once made- creatures without such bindings may say whatever they like, and break their word as well. The only exception is to the permanence rule; bartering with a demon for power over fire will fail shortly after the portal closes, bartering with a demon for a weapon will also fail - unless the weapon is made of platinum.
new-meb-el-osCooldown: 30 minutes if unopened, add 30 minutes per traveler if opened.Prostheno (Sacred Debts): Deals made with Logan must be kept, the magic of the spell will make it so. There is no discrimination based on coercion, if Logan decides to torture someone until they agree to his deal the magic will accept that, and likewise if someone tortures Logan until he accepts their deal the magic will accept that also. Deals made this way are permanent and must perform a trade, the deal cannot be broken nor can something be conjured from nothing- not without the ability to do so at least. Logan can barter with a bilingual woman for her knowledge of a language, but he cannot barter the same with someone who only speaks one language. In the same analogy the bilingual woman would lose all knowledge of the language she traded away, but may relearn it again quicker than from scratch. In a different deal Logan might barter for a man’s belonging, once handed over the man could just snatch it back- unless part of the deal was not to try and reclaim it, and deals can be as complex as needed.
- To make a deal this way, the deal maker must say "Prostheno?" and once the the word "Prostheno." is returned the deal is made. The words need not be spoken, but the communication must be made, either in writing or through telepathy, or whatever means.
pro-sthen-OCooldown: N/AEikotheion (Of Brimstone): Gathering the simmering underworld energy in his hands, Logan can throw a blob of harmful dark energy, formed like a smoldering smokey black substance with flecks of still burning ash within, which feels sharp and hot to touch, and sticks to whatever it lands on, digging in to cause as much damage as possible and be impossible to peel off. The energy is corrosive and will attempt to burn and rip at whatever it touches, be it living flesh or hard steel. After a few minutes the energy will begin to dissipate. The energy has no friends and leaves Logan’s fists more singed and scratched the longer he waits to throw it.
EYE-ko-thay-onCooldown: 5 minutes.Thanekros (Deathly Bearings): Logan’s body temporarily takes on the attributes of the dead, his appearance becoming thin, pale, and bruised, before vanishing from the sight of the average eye. He is able to see and hear, but he can make no sound nor touch anything but spirits. He is able to cast his magic, though with significantly more trouble and less effectiveness, and can be touched - and harmed - by magic or magic tools. His temperature drops uncomfortable amounts, which will leave him shivering and near hyperthermic when he returns to his old self, and the temperature around him while in this state will be noticeably colder. The bruises caused by the transformation will not heal when he reverts back either, and he will be physically exhausted and achy for a time afterwards, but while transformed he cannot be lethally injured- even if bisected by a magic blade or crushed by magical debris, he will still feel it when he reverts, but while ghost-like he can simply reform.
than-eh-krosCooldown: A week for every hour spent transformed.Anisoma (Risen Things): Bodies without spirits, no longer carrying out the functions of life, but bearing that hole where the spirit once was, can be raised to serve Logan’s commands. The longer a creature is raised the more intelligent it gets, but also the more independent. The magic fueling the undead slowly becomes more potent as time goes on, movements becoming smoother and more lifelike, until they reach a peak equivalent to a living version of themselves. Disrupting the magic in any way however, such as lopping off a large enough body part or even just canceling the spell, will instantly cause them to fail and return to an uncontrolled, unaugmented state.
an-ih-so-maCooldown: 20 minutes, regardless of how many are raised.