shifty louts

A Hârnic Spell List for Shifty Shek-Pvar

With a recent tpk in my Harnic Shifty Louts game and my blog post that described how thaumaturgical magick operates in the game, I decided now was as good as any to build out specific spell lists that better align with the Shek-Pvar as presented in HarnWorld

Who are the Shek-Pvar

A loose association of alchemists, astrologers, mages, psionicists, runemasters,

Shek-Pvar subscribe to a doctrine called Pvarism. This doctrine perceives and describes Kelestia (everything that exists) in terms of six key elemental principles: Air, Fire, Metal, Earth, Water, and Spirit. Because manipulation of these elements imposed unique demands upon the mind and body, six schools of arcane lore evolved, each stressing one of the elements.

The Convocations

Convocation Hue Element Essence
Lyahvi Red Air Light/Illusion/Etherealness
Peleahn Orange Fire Heat/Action/Dryness
Jmorvi Yellow Metal Metals/Minerals/Artifice
Fyvria Green Earth Birth/Growth/Death/Decay
Odivshe Blue Water Cold/Darkness/Moisture
Savorya Violet Spirt Knowledge/Mind/Meaning/Psionic

A Shek-Pvar first attunes to a Primary Convocation and learns Primary Spells. Adjacent to this are the Secondary convocations and spells. Those two removed are Tertiary. The convocation opposite the Primary is the Diametric. These relationships are symbolized by the Pvaric Wheel. pvaric wheel

Example: A mage who first attunes to Savorya is forever called a Savoryan. The secondary convocations of Savorya are Lyahvi and Odivshe; Peleahn and Fyvria are the Tertiaries; Jmorvi is the Diametric.

Mages first learn spells of their Primary Convocation, but can later learn those of other convocations. There are also spells which use Neutral magic, the hub of the Pvaric Wheel, which mages of any convocation can employ.

To research or cast any spell, a mage must be attuned to its convocation. Attunement to a tertiary convocation is impossible until after attunement to the intervening secondary.

Example: An Odivshe mage cannot attune to Lyahvi until first attuned to Savorya. A mage must be attuned to both tertiaries before the diametric convocation can be attempted.

Shek-Pvar Magic Tables

Fyvrian Magic

Fyvria (FIV-ree-ah) Fyvria is the magic of the green and growing, the pale and dying—essentially the cycles of growth and decay that underlie the natural world. The base of Fyvria is fertile earth where life swarms. Fyvrian mages use organic objects as foci, including petrified wood, bags of earth, even living plants and animals as elemental objects.

Fyvrians divide all living entities with a physical body into three exclusive categories:

Some Fyvrian spells can affect Plants and Animals, but cannot affect Persons, and vice versa.

Examples: Putrefy Arm, Nurture Balm, Expand Vessel

Number Actions Objects
1 Grow Vine
2 Bloom Hand
3 Wither Vessel
4 Seed Essence
5 Touch Mask
6 Curse Balm
7 Regrow X & Y Succor
8 Nurture Dream
9 Syncope Animal
10 Ward Life
11 Germinate Eye
12 Rot Clone
13 Multiply Head
14 Expand Arm
15 Wane Leg
16 Clone Path
17 Bless Boon
18 Bind Figure
19 Augment Plant
20 Putrefy Corpse

Lyahvi Magic

Lyahvi (Lee-AH-vee) Lyahvi is the magic of the insubstantial, invisible, ethereal, and illusory. Lyahvi mages manipulate light to illuminate, confuse, or hypnotize. The essence of Lyahvi is bright, sterile, and unliving. Gems, mirrors, and other items that reflect/ refract light are used as foci and elemental objects.

Examples: Phosphoresce Ordeal, Confuse Voice, Beguile Prism

Number Actions Objects
1 Flash Voice
2 Whisper Beacon
3 Phosphoresce Prism
4 Conceal Coriolis
5 Float Beam
6 Mirror Vapor
7 Charm Light
8 Blind Wind
9 Confuse Vision
10 Dissipate Diversion
11 Transmute Illusion
12 Obfuscate Whim
13 Refract Aura
14 Ward Ordeal
15 Shimmer Ray
16 Breathe Mist
17 Conjure Arc
18 Vanish Halo
19 Dematerialize Space
20 Beguile Field

Odvishe Magic

Odivshe (Oh-DIV-shay) Odivshe is the magic of slow, cool darkness, the opposite of fire and action. Odivshe mages study and manipulate water, ice, darkness, and cold to achieve their ends. They also make use of Ethereal Water, the counterpart of Ethereal Fire. Odivshe incorporates water, snow, or ice in their foci and elemental objects.

Examples: Flood Sponge, Rest Eye, Slow Darkness

Number Actions Objects
1 Quench Spoon
2 Sweat Sponge
3 Trap Shadow
4 Gaze Breath
5 Crush Mouth
6 Cool Web
7 Conceal Ice
8 Freeze Orb
9 Surge Water
10 Whirl Snow
11 Rest Darkness
12 Touch Hand
13 Slow Pressure
14 Pall Eye
15 Absorb Frost
16 Desiccate Thirst
17 Flood Lethargy
18 Cascade Rain
19 Numb Icicle
20 Blacken Night

Peleahn Magic

Peleahn (Peh-lay-Ann) Peleahn is the most active, destructive, and least thoughtful school of magic. The Peleahn manipulate heat, smoke, and fire to produce pyrotechnic effects. They also deal in Ethereal Fire, which requires no mundane seed but is somewhat less dangerous than mundane fire. Peleahn foci include firepots, flint and steel, and other fire-making tools and elemental objects.

Examples: Breathe Cinder, Warm Alacrity, Quicken Finger

Number Actions Objects
1 Caress Heat
2 Hasten Spark
3 Brand Pyre
4 Immolate Fever
5 Dance Fire
6 Combust Bolt
7 Scorch Doom
8 Warm Haze
9 Transmute Cinder
10 Breathe Alacrity
11 Perceive Smoke
12 Touch Ash
13 Metamorphosis Smog
14 Burn Wisp
15 Quicken Finger
16 Melt Orb
17 Destroy Eyes
18 Belch Wall
19 Blister Passage
20 Consume Fiend

Jmorvi Magic

Jmorvi (Jeh-MORE-vee). The element of the Jmorvi is metal. Their magic runs in a slower vein and encompasses the construction and manipulation of metallic locks, tools, and weapons, among other things. Jmorvi favors metallic objects as foci and elemental objects.

Examples: Tempering Weapon, Block Fist, Forge Iron

Number Actions Objects
1 See Eye
2 Ward Iron
3 Tempering Anvil
4 Block Fist
5 Sting Figure
6 Mend Lance
7 Forge Metal
8 Break Weapon
9 Curse Tool
10 Emancipate Bolt
11 Control Gold
12 Shape Bronze
13 Bend Brass
14 Form Iron
15 Weld Steel
16 Sharpen Coin
17 Lock Silver
18 Unlock Density
19 Hammer Statue
20 Cast Rust

Savorya Magic

Savorya (Sah-VOY-ya) The Savoryans deal in knowledge, thought, and concept, all of which, they believe, stand above the other elements. Their foci and elemental objects incorporate illustrations, runes, or the written word.

Examples: Aid Book, Bind Memory, Illustrate Spirit

Number Actions Objects
1 Bind Eye
2 Touch Thought
3 Echo Memory
4 Inquire Aura
5 Ruminate Speech
6 Exchange Spirit
7 Detect Time
8 Enhance Bolt
9 Recall Scroll
10 Aid Key
11 Perfect Pattern
12 Write Mote
13 Etch Rune
14 Know Script
15 Believe Language
16 Contemplate Word
17 Illustrate Concept
18 Draw Quill
19 Philosophize Pen
20 Confuse Book