Here's another new section I'll update from time to time as the mood strikes me, collecting spells I've created for the Buffy Sorcery system.
Quick Cast: No
Requirements: A blend of various chemiclals that are frighteningly easy to find, refined through a process that takes several hours. The budding mad scientist doesn't have to be present for the whole brewing time, but what he does have to do takes about an hour.
Effect: The end result of this process is a lab that smells vaguely of sulpher and blueberries and a half-liter of blue goop with a texture not unlike runny geletin. If you pour the goop onto an organic object, it will ooze forward and cover the entire object, up to something about person-sized. Then, in about thirty very itchy seconds, it will "set" into a flexible coating like thick body-paint. The person inside can move, speak, and breathe normally. He just looks like a member of the Blue Man Group. But it's probably worth it. For 1 hour per SL on the Occultism test (or Science, if you swing that way), he has an armor value of 10 and a "buffer" of 100 Life Points. Any damage he takes comes from these life points before it reaches him. Once they're all gone, the blue coating dries up and flakes off.
The Protective Bio-Coating isn't going to turn you into superman. It only protects against physical damage. Fire, electricity, and psychic mind bolts will all still hurt someone wearing one. It also gives some people hives, and extensive use has been linked to cancer in laboratory animals.
Casting Time: Lengthy -1
Scope: Noticable 1
Duration: Long (1 hr/SL) 1
Effect: Major 3
This spell is tailor-made for a budding Superscientist to make Assemblages out of. I would be slightly hesitant to use it because there's nothing stopping him from brewing up enough for the whole group. A pretty easy modification is to make the spell take Way Rare Ingredients, requiring some item of which the group has only one. That'll keep him in line, most likely. That drops the PL way down, too, which is good since Superscientists don't get a Sorcery bonus to their spellcasting tests.
: Long (1 hr/SL)
: Both the caster and the recipient(s) must be near
a flame. If the caster is a Sorcerer, he just needs to concentrate on
the people (up to 5 or so) he wishes to speak with. Normal casters need
to chant and trace mystical symbols over the flame for a few minutes.
: Firespeaking is a simple communication spell. When
successfully cast, it creates a mystical connection between two (or
more) flames. The caster can see and hear the person or persons he
wishes to speak with, so long as they're close enough to a flame that
he could hear them whisper. (Think of the flame as being the handset of
a phone). The recipient can also see and hear the caster. If the caster
chooses multiple recipients, they cannot see and hear each other unless
they are using the same flame.
The spell lasts for several hours, or until the caster dismisses it (by
putting out the flame, or just by concentrating if he's a Sorcerer).
This spell is useful, but limited. You can only Firespeak with people
you have personally met well enough to remember. The image is limited
to the flames. A candle doesn't leave much room for detail. Also, only
the original recipients can see the image. Others just see shadowy
shapes in the flames and hear murmering. Also, you can only have one
Firespeaking going on at a time. If a second caster tries to contact
you, he displaces the first one in a shower of sparks and a flare of
Despite its limitations, this remains a popular spell. Young enchanters
make decent money preparing torches so that non-magicians can easily
activate the spell to talk to distant friends, business partners, or