Once upon a time, a group of wizards sat down and made a list of 101 spells they wouldn't want to remember. Then they promptly forgot about them, even leaving the list lying on the table.
As the list passed through the ages, its magic attracted many other useless spells, all of which were immediately forgotten. Unfortunately, even useful versions of these spells, or those with the same name, but a different meaning, were erased from the wizards' minds.
Here are two such spells:
Not to be confused with Indy-Visibility (used for following archeologist-adventurers), Indivisibility is a powerful protection magic for living creatures, plants and objects.
When cast, Indivisibility protects the recipient from any damage which would have divided him/er. Casting it on a person would prevent his/er hand from being amputated, for example, even by magical swords which are designed for this very purpose. A tree would be protected from the dreaded final axe cut and a breakable object will survive a fall.
Unfortunately, the protection the Indivisibility spell provides is quite limited, as it does not prevent damage from being done, but only keeps the recepient together in case of such a fatal blow. A tree hit by an axe will be chopped as usual, until it is about to fall. Indivisibility will keep it standing, but only until the spell wears off. The spell is of most use if there's a healer nearby, who can permanently correct any damage done.
The Indivisibility spell is most effective against devestating cutting effects - those which could divide in one blow. While there's still a chance for damage from the strike, the final effect would be negated by the spell.
The spell was invented as a means of countering execution by guillotine, but, as mentioned, a healer was typically needed nearby, thereby making this accomplice to the crime easy to catch.
A special version of this spell, Indivisibility to Plants, is known amongst enviromentalists and priests of nature. This spell provides much better protection than the normal Indivisibility spell, but can only be used on plants. Some intelligent plants have been reported to use this spell, or a similar innate ability.
There are two different spells under this name. They should not be confused with Furrier's Transformation, used in the fur industry.
Fourier's Transformation is named after the evil wizard who created it, Fizban Fourier. Fourier used the spell to create a short dimensional warp, sending enemies into the domain of Lord Frequency. Upon return, the victims found out that even the smallest scratch they had received in Frequency's domain resulted in massive convultions, rendering them unable to act, and sometimes even leaving them misshapen.
An unrelated spell by the same name gives the receipient the ability to exchange distance for frequency. For a short time he is able to perform actions twice as quickly as he normally would, for example attacking twice as often during combat, doing the actions of two combat turns in the time of just one turn.
On the other hand, all distances are quadrapled for the recipient, so even with the doubled speed, movement will be slowed, and there would be possible penalties for ranged attacks. Such an attack might even be prevented altogether because of the large distance.
The spell is reversible. The reverse version, sometimes called Reiruof's Transformation, halves speed but shrinks distances four-fold. It's sometimes useful for a hasty retreat, although it can't be used for speeding cross-country treks, due to the short duration of the spell.
Fourier's Transformation takes a bit of time to cast. A faster version, the Fast Fourier Transformation, exists, but a more experienced wizard is needed to cast it.
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