Huxley's Simple Spells From the Spheres
Ah, the many spheres provide infinite lifetimes of wonder, danger, and adventure. While some of you may hear that haunting call, it is unlikely you'll experience the wonders and vastness of the spheres as I, Huxley Aberdeen. This book you're reading is but a keyhole of a lifetime in the infinite explored by one of the greatest explorers, and presented to you, lucky reader, as spells and rituals I found along the way.
My most sincere hope is that the afternoon I spent reminiscing and recording these spells turns into years of fascination and enjoyment for you.
A Friendly Reminder
Spells cast nearer their sphere of origin exhibit their intended potency. This, I'm sure you know. You also must realize that the further away you are from that sphere the more dangerous the consequences of a spell gone wrong.
I have never miscast a spell, obviously, so I cannot provide more detail than that, and you would do well to exercise caution when attempting even the most benign and simplistic of spells.
Spells
Ineffectual Politeness
Stamina: 2
Rumor has it this spell was the result of an extremely shy person's attempt to magically make small talk bearable at holiday parties. The target of the spell, in this case, the caster looking in a mirror, became polite, uninteresting, and boring. The creator was hospitalized after nearly dying of thirst and dehydration after saying, "No, after you," and "I insist!" at a week-long marriage celebration. Test Your Luck to avoid the effect
Pants On Fire
Stamina: 2+
Loved by exhausted parents, lustful youths, and perverts across the spheres, this little hex causes the clothes of the target to leap away. Of the many problems with this spell, controlling where the clothes leap to, remains, surprisingly, the number one concern. Extra effort may be put into the spell to deal with pesky buckles, zippers, buttons, and fasteners.
Cold Ones
Stamina: 1
The rise of Caleb's Lawn Care to becoming the most powerful entity in the Verdant Lawn is, in truth, due to this spell. Caleb created this spell to instantly chill drinks and equipment so employees could work while competitors took breaks from the heat. The chill created by this spell chills drinks and objects to slightly above freezing.
Bubble Head
Stamina: 2
Breathing is such a poor reason to limit anyone's travels across the humpback sky. This handy spell encases the caster, or target with a nearly translucent bubble filled with whatever it is they breathe. Simply cast with the target and desired atmosphere and you'll be on the road again! This is the improved Bubble Head that creates a bubble that is less prone to popping.
Fools Gold
Stamina: 1
Turn any small mundane object into cash. Well, kind of—don't look that close, actually. Or smell it.
Aether Voices
Stamina: 1
Putting little ones to bed was never easier when parents mastered this spell. When cast on upon an object, it began to speak with a voice from another sphere. Parents who mastered this spell would reach out to the same voices nightly, so their little ones would fall asleep to the calming voices of another.
Mane Event
Stamina: 1
A spell favored by the guild of hair-dressers that quietly ruled a sphere of folks who spent their evenings at galas, balls, and parties. This spell causes a target to instantly grow hair. A lot of it. Enough to allow the guild to create the most jaw-dropping look.
Couch Potato
Stamina: 2
Ingenuity is sometimes subtle. The peak of luxury across many spheres is idleness and this spell was critical to achieving that summit. Casting allows 1d6 small buttons or items to attune to other items. Upon tapping said button, the attuned item will fly to the person who tapped the button. This spell was most commonly used with small devices that had numerous buttons that would become attuned to snacks, drinks, bells, etc. that were near by but out of reach.