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.

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:
- Person: A living entity whose species is capable of self-awareness and feeling (sentient).
- Animal: A non-sentient living entity
- Plant: A non-sentient living entity composed of vegetable matter.
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 |