Medieval & Fantasy Minecraft Roleplaying

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[ Custom Grimoire ]

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This thread holds the customised spells of the arcane.
The plugin will pull from this thread hence the layout of spells in the spoiler tags.


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CUSTOMS ]=-

Section: Branches
Branch: Volatile
Branch: Stable
Branch: Telepathy
Branch: Illusion
Branch: Matter
Branch: Life
Branch: Spiritualism
Branch: Occultism

Section: Spells
 

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-= CUSTOMS =-

Name: A Knife in the Dark
Level: 1
Branch: Spiritualism
Range: Touch
Duration: 10 minutes
Effect: The caster draws shadows into their hands to produce a tangible bladed weapon. So long as it remains in a shaded area the weapon retains an edge as sharp as steel, but fades to nothing when in direct light. Should it leave the caster's hand by throwing or disarming, it disappears into the shadows. The material carries an inherent cold to it, but no distinct properties otherwise.

Name: Soul Bargain
Level: 2
Branch: Spiritualism
Range: Touch
Duration: Until the terms are fulfilled or broken
Effect: The caster slits their palm and the palm of another. Upon shaking and agreeing to a deal, a phantom rune appears on their hands as if branded there. Once complete, the caster and subject’s souls are both bound until the definitive completion or breaking of the contract. The caster can sense the general direction of their soul. Should one half perish and/or revive the other party feels it. If the terms of the contract are broken by the other party, they are experience nightmares for three days. Can only be active on two targets (beyond the caster themselves) at once.

Name: Apparition
Level: 3
Branch: Spiritualism
Range: N/a
Duration: 5 seconds
Effect: Over the course of a round, the caster's physical being and immediate possessions transfer solely to the realm of spirits, becoming ethereal for a few seconds. During this time they are capable of moving through a wall, floor or obstacle, but not a wall and floor or wall and obstacle. They are unaffected by physical materials for this period of time, unless they would otherwise interfere with the supernatural (Blooded Silver, Spectral Weapons, other phantoms etc.) Apparition may be cancelled early by the caster.

Name: Heart's Reach
Level: 1
Branch: Stable
Duration: Instant
Range: 200 meters
Effect: The mage conjures an orb of light between both hands, before sending it skyward. It bursts into firework patterns of a singular color of their choosing, before fading over the course of five seconds akin to a firework. It is capable of being cast through a Focus, which would cause it to adhere to the Eviscism cosmetic principles of heartstones. No aspect of the light is harmful and it is not bright enough to blind, although bright enough to be seen clearly.

Name: Metamorphosis
Level: 4
Branch: Life, Matter
Range: Self
Duration: 8 hours
Effect: The caster manipulates their own forma and that of their equipment to alter their physical form. While under the effects of this spell, the caster uses their CA for Body rolls, and they may not cast any concentration, L3 or L4 spells. Over two rounds, their body painfully contorts into one of three forms, and anything they are wearing merges with them. 1) Their skin secretes a thick oil and grows scales, gills emerge along their neck, their digits grow webbing and elongate by half, their teeth and jaw becomes shark-like in sharpness and strength, and they gain a swimming speed equal to their sprinting speed. 2) Their upper back, shoulders and arms twist into feathered or batlike wings, their feet become powerful talons and they gain a flying speed equal to their sprinting speed. 3) Their body lurches into a quadrapedal form, their hands and feet become tough, gnarled, and clawed, and their sprinting speed is doubled.

Name: Arcane Augmentation
Level: 4
Branch: Life, Matter
Range: Touch
Duration: Permanent
Effect: The mage marks a prosthetic (arm, eye, etc.) and target body part with continuous, flowing patterns that align from prosthetic to body. The caster activates the prosthetic over the course of two rounds, causing the marking to glow based on the caster's Forma thread. Over the course of a day, feeling floods the target as the prosthetic becomes part of their body. The prosthetic senses, feels warm and weighs the same as the replaced body part would, yet takes on the durability of refined steel no matter what material is used and loses any otherworldly properties.

Name: Identify
Level: 1
Branch: Life
Range: Touch
Duration: Concentration
Effect: The caster taps into the Forma of a singular plant, learning one of the following properties. 1) The caster learns about the plant’s natural properties, such as whether or not the plant is poisonous, reduces inflammation, accelerates wound healing, etc. 2) The caster learns about the plant’s environmental needs, and what it requires to thrive and grow. 3) The caster learns of the plant’s origins, whether it is mundane (and its general origins) or otherworldly (whether Arcane or other).

Name: Omnipresence
Level: 2
Branch: Telepathy
Range: 15 meters
Duration: Concentration
Effect: The caster is able to sense the mens of sentient creatures within range. Those within the area who are affected by the spell are aware of a sense of being watched, alerting them to the spell.

Name: In His House Sleeping
Level: 3
Branch: Illusion, Telepathy
Range: 80 meters
Duration: Next they sleep
Effect: The caster describes a theme, and those within range have dreams following their idiosyncratic interpretation of that theme. The higher the mage’s mind or soul stat, the more intense the dream. An example of a theme would be 'ancient', 'aquatic cities' or 'impossible geometries' and the players within range affected are then able to decide on their character’s specific dream next they sleep.

Name: Compartmentalize
Level: 3
Branch: Illusion, Telepathy
Range: Touch
Duration: 1 day
Effect: The caster causes a willing target to forget a memory. The memory remains with them, but locked away in their mind. It can be released by another casting of Compartmentalize or until a day has elapsed. During this time, the target cannot remember the memory at all whatsoever.

Name: Paracosm
Level: 4
Branch: Illusion, Telepathy
Range: 20 meters.
Duration: Concentration
Effect: The caster brings up to six willing targets within range into an intense sensory distortion. Their environment, themselves, their perceptions, all things may be shaped and altered in any form of the caster’s choosing. The targets do not experience pain, and if at any point they take damage or become unwilling participants in the Paracosm, the spell breaks for them. Anyone who examines the caster and their targets who is not apart of the spell sees them in a docile, relaxed state. If they are interacted with or anyone intends violence upon them, that individual immediately breaks free from the spell.

Name: Frost Bolt
Level: 3
Branch: Volatile
Range: 40 meters
Duration: 1 round build up, 1 round lob
Effect: The mage manifests a large, condensed orb of hypercold air that is a little larger than a basketball, forming it over the course of a round. They can then lob it, leaving snowflakes in its wake. If the target does not succeed in a Body + Dexterity (Evasion) check, their legs are frozen in place and immobilized for a round, resulting in moderate frostbite on the place of contact.

Name: Thaw and Boil
Level: 1
Branch: Volatile
Range: A 5x3 area from the emitter of the caster
Duration: Concentration
Effect: The mage directs a visible heatwave from the tips of their fingers or held weapon, causing ice to gradually thaw away, akin to how it would naturally. Standing directly in front of these heatwaves is uncomfortable and may cause skin to remain red and agitated for a day if contact persists for four rounds or more. The heat is not sufficient to damage delicate objects like books or similar. If their hand or held weapon is dipped into water of up to a cauldron in volume, it gradually heats it to a boil over the course of a minute. The boiling water created by this spell will not adversely affect the caster while it is being boiled.

Name: Hailstorm Minor
Level: 2
Branch: Volatile
Range: 3 by 3 meter
Duration: Two rounds / the block forms
Effect: The mage creates a small hailstorm cloud and sends it up to ten meters into the air. It rains down small balls of hail as it travels straight in one direction for five meters, the impact of which is just painful enough to annoy. At the discretion of the mage, a fist-sized will drop from the cloud, dealing a hit hard enough to push someone off balance if they fail a Body + Dexterity (Evasion) check.

Name: Stylist
Level: 1
Branch: Life
Range: Touch
Duration: Permanent
Effect: By brushing one's fingers over short hair or weaving them through longer hair, the mage can lengthen the hair of themselves or a willing target for as long as they continue the motion. If the motion is reversed and fingers are moved in an upwards motion, the hair is shortened instead. This can only be done while the hair is fully loose. Hair that has been altered by the spell swiftly disappears when cut, leaving nothing usable behind. The length can range from floor length to short cropped.

Name: Arcane Revelation
Level: 3
Branch: Matter, Stable, Telepathy
Range: 50 meters
Duration: Concentration
Effect: The mage’s eyes change, the exact change is up to the mage, but it must be the same change every time. They are able to peer into the world around themselves, and tell what is magical or not. They know if it is of divine or arcane origin, and they know what school of magic it is from or most closely resembles Anima, Forma, Mens or Vis.

Name: Abrogation
Level: 4
Branch: Matter, Occultism, Stable, Telepathy
Range: 30 Meters
Duration: Instant
Effect: The caster weaves a series of runes which he sends out to unravel a spell into its most basic element of Essentia, thus releasing it into the environment harmlessly. The caster must sense or see the target and the spell being cast while being within range. If the caster passes a CA + Resilience (Malaise) check against the target's CA + Resilience (Malaise), the target spell is unraveled.

Name: Ward Minor
Level: 2
Branch: Stable, Matter
Range: One Meter
Duration: Concentration
Effect: The Caster manipulates the flow of Essentia around themselves in an intricate pattern of runes. When magic targets the caster or brushes against the ward, it reacts retroactively to unravel the magical elements, thus expending both the casters ward and the opposing spell. As a minor ward, it only affects spells of tier two and below. If the caster passes a CA + Resilience (Malaise) check against the target's CA + Resilience (Malaise), the target spell is unraveled before contact.

Name: Psychopenumbral Projection
Level: 2
Branch: Stable, Telepathy
Range: 500 meters
Duration: Concentration
Effect: The caster can project themselves as an ethereal, white image of light at a location within their range. This image can see and hear within 10 meters, speak and move their limbs but cannot move from the chosen location nor physically interact with anything. The caster is locked in concentration and cannot interact with anything whilst casting. The caster cannot project themselves at a location they are unfamiliar with, nor one shrouded in complete darkness.

Name: Insomniac
Level: 2
Branch: Life
Range: Touch
Duration: N/a
Effect: The mage can touch a target, allowing their Forma to rehabilitate and reinvigorate. It restores their energy as though they have had a half day of rest, walking their bodily processes back five hours (e.g. they feel as well rested as they did five hours ago). This spell has no bearing on wounds or infection, just rest. This spell cannot be cast on the caster. It does not work on Vyres. Subsequent casts of this spell on the same target have little effect, to use it more than once overexhausts the body until that target has had true rest.

Name: Heirloom
Level: 1
Branch: Occultism
Range: Touch
Duration: 30 minutes
Effect: The caster commands an earth elemental to create a weapon out of hardened earth, over the course of a turn. These weapons may take the form of any weapon the caster has seen before and holds the quality of a mundane steel weapon of average quality. If the weapon moves beyond a 15 meter radius originating from the caster or the duration elapses, the weapon turns into dust. Up to two small (dagger) to medium (arming sword) weapons can exist at a time through the use of this spell, or alternatively one large (longsword) or great (greatsword) weapon.

Name: Aeroch Ammur
Level: 1
Branch: Matter
Range: 10m
Duration: Instantaneous
Effect: The caster manipulates the air around them to coalesce into a dense orb, of a size that is comfortably sat within a palm. It can then be launched with a successful {CA + Ranged} roll at a target within range. The orb disperses on impact, imparting force equal to that of a strong punch. The air used to create the orb retains its properties after impact; for example, strong odors would now linger, or airborne toxicants would begin to take effect in the new location.

Name: Sparkling Compass
Level: 1
Branch: Stable
Range: Up to 20 meters
Duration: Concentration
Effect: The caster conjures up a cloud of sparkling dust that is magnetically charged. The cloud will align itself towards any nearby metallic objects, becoming more converged into a line the closer the object is. If the object is far away, the cloud will remain largely nebulous, whereas if the object is close it will converge into a narrow line pointing to it.

Name: Wintertide
Level: 3
Branch: Volatile
Range: Up to 5 meters long, 4 meters high
Duration: Concentration
Effect: The caster, directly in front of them, coalesces a wall of frostfyre. It takes a turn to form, the ground growing frosty before it forms. Once formed, it will disintegrate any projectiles that attempt to pass through it or over it. Walking through the wall inflicts indiscriminate burns and frostbite. The caster can move after creating the wall, but cannot move the wall. They can maintain it as long as they have line of sight on it.

Name: Scourge of Winter
Level: 4
Branch: Volatile
Range: Self
Duration: One turn preparation, must be used within two turns
Effect: The caster spends a turn condensing and conflagrating their Focus or another held weapon. Frostfyre will begin to take root upon the keen edge of the held weapon, waves of bitter cold and blistering heat rolling off of the weapon. If the caster is struck during this turn, the spell ends without effect. If the turn completes, the caster can seek to make a weapon strike against an opponent. If this strike connects, frostfyre will leap onto the target, inflicting on them third degree burns and severe frostbite at the point of impact. Wounds created by this spell are unnaturally deep and require magical means of healing, be those arcane or divine, as the frostfyre seeks to continually immolate and destroy mundane forms of healing. The frostfyre lasts until the wound is healed, but does not spread beyond the initial point of impact.

Name: Aervägen Authority
Level: 4
Branch: Volatile
Range: Seven meter radius
Duration: Three turns
Effect: The caster becomes the epicentre of a near cataclysmic storm of frostfyre. A turn of preparation must be taken, during which frostfyre begins to appear on the ground in the radius, harmless to begin with. Then, over the course of the spells duration, an inferno erupts forth from the caster. Anything within the radius is consumed in frostfyre, third degree burns and deadly frostbite spreading over them immediately. Flammable objects are immediately set alight. The caster cannot move during these turns, nor can they take another action for this duration and a turn after. The caster is immune to taking damage from the spell.

Name: Permafrost Pyre
Level: 3
Branch: Volatile
Range: 3x3 area up to 10 meters
Duration: Two turns
Effect: The caster spends a turn coalescing a ball of frostfyre within their hand. After this turn has elapsed, they can hurl this ball to a point within ten blocks of them. The point it impacts will immediately be consumed in frostfyre (within the range), while simultaneously a large tower of the substance rockets skyward to a height of ten blocks. All within are subjugated to third degree burns and severe frostbite. Flammable objects within the area alight, including clothing, which can be extinguished once it is no longer within the affected area of the spell. Extinguishing the Frostfyre takes an action.

Name: Aegisfyre
Level: 2
Branch: Volatile
Range: Self
Duration: Three turns
Effect: The caster adorns their own body with frostfyre flames, which are harmless to them but detrimental to anyone else who makes contact with the caster, resulting in burns and frostbite at the point of contact. The caster is also immune to extremes of temperatures for the duration.

Name: Ice Stride
Level: 1
Branch: Occultism
Range: Self
Duration: One hour
Effect: The mage allows their being, from deep within the soul to their outer bodily self, to be engulfed by elementals of cold and ice. These will prevent the mage from coming in direct contact with bodies of water. Wherever, on a surface of water, their body nears to, a layer of ice strong enough to only hold the mage from being submerged, will form. The layer of ice will instantly dissipate behind the mage.

Name: Knit
Level: 1
Branch: Matter
Range: 10 block radius, line of sight
Duration: Concentration
Effect: The mage binds their Forma to an inanimate object that fits within a cubic meter, the object able to be moved freely within the radius. Up to 3 objects may be moved at once, as long as their joint weight is less than 5kg.

Name: Burgeon
Level: 2
Branch: Life
Range: 15 meters
Duration: 1 hour
Effect: The caster sets their hands against the ground, infusing nearby plant life with their Forma. If no plants are present, a seed must be pressed against the ground instead. The caster is rooted for two rounds, during which a cluster of vines and branches of up to 2x15 sprout from the ground before them, stretching towards the caster’s desired direction. The vines can stand on their own or climb along structures, offering them extra support. They can be climbed or walked along, though only support the weight of two individuals at a time. All vines revert back into the ground after the duration. The vines will avoid people and creatures during their growth, and are no more effective for cover than a plant would be.

Name: Cloud Coverage
Level: 2
Branch: Matter
Range: Self
Duration: 3 Hours
Effect: The caster draws on the moisture in the air around them, wreathing their entire body in a layer of cloud-like fog. This fog does not obscure sight for the caster nor observers. While under the effects of the spell, the Caster is afforded a measure of protection against excessively hot or cold environments; including underwater (does not protect against pressure), underground or while airborne; the spell maintaining a comfortable microclimate for the caster. Additionally, they are always able to draw breath while affected by the spell, the coverage providing clean air for them to breathe.

Name: Vitalis
Level: 3
Branch: Life
Range: Touch
Duration: Permanent
Effect: The mage places their hand on a willing target's torso, manifesting their Forma thread directly into their body. Over the course of three rounds, markings of the caster's design and Forma colouration spread outwards from beneath the hand, accompanied by a moderately painful burning sensation. Over the course of a day, the target's body ages back five years and a single aesthetic property of their body (hair colour, eye colour or facial structure) can be changed. The markings can either fade after the day, or remain. The target experiences a dull ache during the day of the change, and they cannot go below the age of 20 nor age back more than five years in a single week.

Name: Pai Lewa
Level: 1
Branch: Matter
Range: Five meters
Duration: Three minutes
Effect: The caster harnesses the wind in their vicinity, solidifying it into a tendril which rotates and twists around them. For the next three minutes, this tendril acts as an extension to the caster, increasing the range of their unarmed melee attacks. Any attacks normally made with a Body + Unarmed (Grappling) check may now be made with their CA + Unarmed (Grappling), and the range of these attacks increases to five meters for the duration.

Name: Snow Globe
Level: 2
Branch: Volatile
Range: Self
Duration: Instantaneous
Effect: The caster manipulates the ambient thermal energies as a reaction, causing a layer of inch thick snow and ice to form on their skin where a melee attack would hit. This layer of ice is able to completely ward a single melee attack or a single mundane ranged attack upon the target before shattering harmlessly. The layer does not protect against extreme attacks (e.g. giants, Figments, Gods), temperatures or the supernatural (e.g. Arcane/Divine additions to a hit).

Name: The Arms
Level: 2
Branch: Occultism, Spiritualism
Range: 15 meters
Duration: Concentration
Effect: The caster summons two black tendrils overtop their own arms, rendering their own arms unable to use for the duration of the spell in return for gaining control over these tendrils. They use their CA for actions made with these tendrils. The black tentacles drip with an ink coating; each dissipates when it is pierced or otherwise attacked more than twice. The arms can move up to the speed of a mundane whip. If used to climb up towards a ledge within range, the caster ascends at a regular climbing speed.

Name: Oculus
Level: 2
Branch: Life
Range: Touch
Duration: Permanent
Effect: The mage places their thumbs over a target's eyes, making the target blind for 24 hours. During this time, the target's eyes undergo restoration, healing partial blindness or other ailments of the eyes. Two casts, spaced a day apart, restore complete, permanent blindness. Furthermore, this spell can also change the eye colour of a person, so long as the eye colour is lore-friendly to that race. Blessings or curses that alter eye colours cannot be altered beyond what is allowed.

Name: Evocatio Imperium
Level: 1
Branch: Volatile
Duration: Concentration
Range: Five meters
Effect: By focusing on a source of fire within a meter of them, the caster is able to draw on the fire's energy and displace it to somewhere within five meters. For as long as the mage maintains their concentration, the fire will move to that location. The fire (both in the original location as the displaced location) fizzles out if the caster breaks concentration, the energies being dispersed into the air.

Name: Cushion
Level: 2
Branch: Matter
Range: Within 5 meters of the mage
Duration: Concentration up to an hour
Effect: The caster spreads their forma into the air around them, creating a pillow-like cloud four cubic maters in size over the course of a round. This cloud can be stepped on, and can carry a maximum of two people at a time, as well as small personal possessions (no siege weaponry or large items, like carts). While the caster concentrates on the spell, they may will the cloud to move in any horizontal direction. If burdened with weight, the cloud moves at a walking pace, otherwise it may move at running speed. The cloud can hover at a maximum of two meters above solid ground and can be used to cushion falls of 20 meters or less if it is landed on. The spell can not be cast while falling.

Name: Copse
Level: 3
Branch: Life
Range: 10 meters
Duration: 20 Minutes
Effect: The caster touches the ground, infusing nearby plant life with their Forma. If there are no plants, a seed must be pressed against the ground. A 3x3 meter cluster of branches sprouts within range of the caster in one round's time, during which the caster is rooted in place. After, anyone within range of the branches must roll Body + Dexterity (Evasion) against the caster's AoE DC. If failed, they are caught within a sphere of woven wood that makes it difficult for them to move inside, but they are not fully restrained. Those captured may roll Body + Athletics (Might) check against the AoE DC to break free, or use Body + Melee if they have a suitable tool. The sphere provides cover from moderate weather and light ranged attacks, but is vulnerable to fire and implements like swords or axes. If the caster is within the sphere, they may take a turn to form an opening for a person to let them in (not out), but this does partially compromise cover until it closes the next round. When the spell expires or is dispelled by the caster, it withers away.

Name: Cloud Hop
Level: 2
Branch: Matter
Range: Self
Duration: 10 Minutes
Effect: Holding their hands out, the caster spreads their living thread to the moisture in the air around them. Over the course of a round they either form a spiraling tower of clouds that travels up into the air for 15 meters, or a 15 meter bridge that extends in front of them. These clouds are soft and springy to the touch, but can be stood upon provided the weight exerted upon the cloud totals less than 400lbs. There are gaps between the clouds, small enough to not be dangerous to characters walking across the clouds while being disastrous to any carts or animals.

Name: Oozing Grasp
Level: 1
Branch: Life
Range: Seven meters
Duration: 10 minutes
Effect: The caster unravels Forma from one of their arms, transforming the arm into an amorphous blob of flesh-coloured 'ooze'. This limb moves with the caster's will, able to split into two prehensile tendrils that work in as a single appendage capable of reaching up to a maximum of seven meters. The tendrils are able to manipulate and carry objects that weigh up to eight kilograms, but lack the resilience to attack anything. At the end of the duration, the ooze re-forms into the original limb and the caster feels a dull ache for the next five minutes. If any ooze is separated from the limb, it will remain an inanimate clump. If it is severed or not re-incorporated before the end of the duration, the caster will feel phantom pains in their limb for the next eight hours.

Name: Familiar
Level: 3
Branch: Life, Spiritualism
Range: Touch
Duration: Three days
Effect: The mage chooses a creature no larger than a dog or a suitable handmade vessel, and alters it over the course of a round. It may take on minor characteristics to reflect its master, none of which provide any mechanical benefit, such as changing in hue and sprouting vestigial appendages. It will obey simple commands, becoming docile to the mage. With a murmured incant, the Mage can take control of one of their familiar’s senses, motor functions, or both, at the cost of their own. If not recast after duration, the Familiar sloughs apart. The familiar has little sense of self-defense, not harming others even when harmed or provoked itself, and can only do superficial damage when controlled. If it takes a blow while controlled, the Caster is violently disoriented for a round and loses control of the creature, who generally follows the cowardice clause in combat.

Name: Spirit Stare
Level: 1
Branch: Spiritualism
Range: Eye contact up to 20 meters
Duration: One minute
Effect: Upon making eye-contact with another humanoid, the caster implants a sense of paranoia in the target, who perceives their gaze as something supernatural, their mind assaulted by whispers of the dead, thematic to the target . Should any hostile undead or ghostly entities be within 20 meters of the target, they will be more likely to single out the target instead. This is at DM discretion.

Name: The Sparring
Level: 3
Branch: Illusion
Range: Thirty meters
Duration: Concentration
Effect: The caster links minds with between one to four willing individuals, allowing them to create perfect spectral illusory replicas of themselves that they control. The users may fight, cast, and act as they would against one another, while the caster may create and alter a spectral illusory landscape in which the copies can do battle in, as well as creating any number of spectral illusory obstacles and objects. Both the landscape and objects created by the caster can only affect the illusory copies. Magic cast by the users through their illusory copies do not consume SP, but are as spectral as the copies themselves. If the actual person is attacked or moved during this link, the spell breaks and the illusory replicas fade. All physical harm is mental, resulting in mental fatigue if one of the users' spectral form is knocked unconscious or killed. The fatigue is comparable to a hard day of work, and lasts for an hour.

Name: Charm of the Elements
Level: 2
Branch: Occultism
Range: Three Meters
Duration: 4 hours
Effect: Over the course of a round, the mage performs a ritual on a object to infuse it with a manner of weak elemental. While worn, the wearer and all within three blocks of the wearer will experience a change in the air around them. If it is especially cold, a fire elemental will dance around the wearer, shielding them from the the cold. In hot environments, ice elementals will form to sit within the air as small shards that cool those in range to a comfortable temperature. In humid environments, earth elementals will form from the ground and levitate within range, absorbing excess moisture from the air. In dry environments, water elementals will form in the air and spray water into the air to humidify it. It will not protect from bodily contact with environmental burns and frostbite.

Name: Beastspeech
Level: 1
Branch: Telepathy
Range: 10 meters
Duration: 1 hour
Effect: The caster projects their Mens into the minds of all animals within range. With this, they are able to allow higher communication between themselves and any target animal; words must still be spoken aloud, but the target animal will understand the meaning behind them, provided they are broadly 'simple' topics. Likewise, the caster can interpret a deeper meaning from the animal's vocalizations. Interacting with these animals is the same as interacting with any NPC, and thus follows the same rules; they act as they normally do and aren't manipulated by the caster inherently, but may be better reasoned with.

Name: Pa'a Kapua
Level: 2
Branch: Matter
Range: Touch
Duration: Concentration
Effect: The caster weaves the moisture and gas around them to solidify the air into a solid cloud that does not move on its own. The cloud can take the shape of a variety of objects that can fit into a meter-by-meter cube and can shift its shape as long as the caster is touching the object. The caster can alter the cloud's pressure resistance while touching it, giving it up to the strength of steel to all but blunt force. Due to its nature as a cloud, any shape it takes must be dull and cannot be sharpened to become lethal. Concentration must be held in order for the object to persist and it will immediately dissipate if it is more than 10 meters from the caster.

Name: Koto's Elemental Imbuement
Level: 2
Branch: Occultism
Range: Touch
Duration: Permanent
Effect: The caster imbues the essence of a fledgling elemental into a crafted object over the course of one minute, after which a corresponding rune appears on the object, denoting its element. Animancers may channel their Anima through this marked object, imparting aesthetic elemental effects appropriate to the elemental within. Additionally, once a day, an Animancer may use the object to launch an elemental projectile toward a target within ten meters;Attacks are resolved using the wielding Animancer’s CA + Ranged, and inflict force enough to break ribs, cause 1st degree burns, or pierce clothes and flesh as appropriate to their element; one effect should be selected. HollowCrafting Items should be marked with [ELEMENTAL IMBUEMENT] and the appropriate Element. Only one such object may be carried and utilised in this way at a time and in the same day; carrying multiple causes each's rune to cease function for that day.

Name: Fête of the North
Level: 4
Branch: Stable, Volatile
Range: Touch
Duration: 6 hours
Effect: The caster manifests a crackling crimson field around up to three targets, which acts as a ward against fluctuations of Vis. The ward may take on aesthetics appropriate to the caster's knack, but remains subtle, non-mechanical and hugs the target's form closely. Should the target/s move further than 10m away from the caster, their ward fizzles out. Extreme temperatures within the wards are regulated for the targets (fires snuffed only as they reach the barrier, Irzis-Fyr/Eizholz safe to handle, Nether and Tundra comfortable). The 10m area around the caster ward can be well-lit (daylight) or shadowed (dusk) by the wards, but cannot serve to blind. Sounds can be amplified (up to a scream) or dampened (down to a whisper) within the same radius. It will negate the thermal aspects of certain spells, but not the kinetic portion, and it cannot be used to swim through lava.

Name: Branding of Perdition
Level: 1
Branch: Occultism
Range: Touch
Duration: A week
Effect: The caster causes an area five centimetres across of non-living material to be invested with a dormant fire elemental, taking on a mark of the caster's design. The mark glows faintly, red or gold. When the area comes into contact with something, the fire elemental bursts outwards, branding whatever comes into contact with it, causing momentary searing pain. This brand lasts for a week on organic matter, indefinitely on inanimate matter, and is identical to the same mark which was laid down. The number of Perdition Brands the caster may have active and laid out at once is equal to the caster's Echelon.

Name: Illusory Weapon
Level: 3
Branch: Illusion
Range: 10 metres
Duration: Concentration, up to 10 minutes
Effect: Over the course of one round, the caster may summon an illusory weapon of their choice, acting as if made of refined steel and regular wood. The caster is able to then inflict mental damage to any user who comes in contact with the weapon, as normal weapons do. The caster may wield the weapon themselves, or control the weapon autonomously within range; both require the use of the caster’s action, and are resolved by the caster’s CA instead of Body. The caster may pick one "sensation" to imbue the illusory weapon with at the time of casting: Heat; the weapon leaves the sensations of scalding burns against the foe. Cold; the weapon leaves the sensation of bitter frostbite upon the foe. Shock; the weapon leaves the sensation of a sharp shock sensation upon the foe. Each strike imparts the sensation chosen, instantaneously causing sharp pain. A “kill shot” will result in a full knockout; this illusion cannot kill the target. The damage dealt to the opponent will fade after one hour.

Name: Reproach
Level: 2
Branch: Spiritualism
Range: Self
Duration: 2 minutes.
Effect: The caster conjures six indistinct spirits that circle slowly around themselves. As part of the action used to cast this spell, and as an action on subsequent turns (to a total of 2 minutes), they may direct the spirits to intercept the next single small projectile under 100g in weight (such as arrows, bolts and small stones) that targets them that turn, absorbing the momentum of the projectile and vanishing in a wisp of aether. A maximum of 6 projectiles can be deflected in this way over the duration of the spell.

Name: Ruinous Armament
Level: 3
Branch: Occultism
Range: Self
Duration: 10 Minutes or until banished.
Effect: The caster summons a spectral, edged weapon of their choice by pacting with a chthonic entity, over the course of a turn. The weapon is unable to be parted with unless willingly banished by the caster. Upon attempting to part with it or striking a target, an otherworldly shriek resonates from within the weapon, though this has no additional mechanical benefit. Strikes damage supernatural entities, such as spirits, undead, vyres, fiends and garulfs with additional force; for creatures or summons with a set number of 'hits', it counts as dealing an additional hit. Wounds inflicted will spread a biting cold, risking frostbite if not appropriately treated.

Name: Blooming Barrow
Level: 4
Branch: Life
Range: Touch
Duration: 5 days
Effect: The caster sets their palm against the skin of a target and taps into their Forma. After three rounds of concentrated casting, a group of dandelion seeds disperse from the target’s form and scatter with the wind, spreading in a fifty metre radius from the point of the spell's casting. If the target is killed within the duration, one seed within a fifty metre radius of the spell’s casting will take root and form a copy of the target over the course of four OOC hours after their death; all other seeds will immediately bloom and the target is considered “revived”. Their memories only reach up to the point when the spell was cast. No items are transferred over. The original body of the target will be left behind, but will decay and bloom into a patch of dandelions over the course of three days. For the next three days, the target is weakened and tired when out of sunlight, and feels comfort around plant life. Targets brought back to life by this spell may not be the target of it again for seven OOC days after awakening in their new body.

Name: Spacial Conveyance
Level: 4
Branch: Occultism, Stable, Telepathy, Matter
Range: Realm wide
Duration: One week
Effect: The caster imbues their magic between two solid pillars with intricate runes carved upon them, marking it as a prepared destination for a week, causing the runes to softly glow a crimson shade. For the duration, the caster may emit their mind to this prepared destination, taking 2 turns of uninterrupted casting as they link their current location through a one-way planar rift; the caster may choose which side of the rift is the entry-point. They may bring along passengers as their CA allows, but each passenger takes a separate turn to pass through the rift.

Name: Ashen Winds
Level: 1
Branch: Occultism
Range: 10 meters
Duration: 10 Minutes
Effect: The caster focuses, summoning a three meter radius ash cloud with elementals at a point within range. This cloud cannot be seen through without making a Mind+Awareness check against the Casters' AOE DC; upon a successful save, they are able to see clearly enough to not be rendered blind. After the duration elapses, the ash remains behind and coats the area and its surroundings for up to one OOC week afterward. It can be displaced by strong winds, but is otherwise purely cosmetic.

Name: Godric's Ray of Castigation
Level: 2
Branch: Stable, Volatile
Range: 30 meters
Duration: Instantaneous
Effect: The caster levels their focus at the target and unleashes a beam of crackling crimson energy. Attacks are resolved using the caster's CA + Ranged contested by the target's Body + Dexterity (Evasion). On a hit, the blast of pure vis disintegrates up to three millimetres of living matter (natural and supernatural) over an area ten centimetres across. Metal armours will be scorched by the blast but otherwise undamaged; anything lighter will be burned through and the flesh underneath ravaged. Injuries dealt by this spell are shallow, but bleed profusely. The Ray is doubly effective against extra-planar entities; for such creatures with a set number of 'hits,' it counts as dealing an additional hit, as the raw vis eats into their form.

Name: Aeroch Spydi
Level: 3
Branch: Matter
Range: 30 meters
Duration: Instantaneous
Effect: The caster manipulates the air around them to coalesce into a dense spear shaped projectile, of a size proportional to the caster. It can then be launched with a successful {CA + Ranged} roll at a target within range. The spear disperses upon impact, sending them stumbling back two meters along with deep but not lethal lacerations from the cutting winds. The air used to create the spear retains its properties after impact; for example, strong odors would now linger, or airborne toxicants would begin to take effect in the new location.

Name: Blades of Ebony
Level: 3
Branch: Spiritualism, Occultism
Range: 15 meters
Duration: 1 minute
Effect: The caster manipulates the shadows around themselves, forming a blade that floats passively behind them until used. The blade is able to effectively harm supernatural creatures, whether ethereal or not, inflicting an additional step of damage to those entities. Once per blade, the caster can forego their own turn and can instead take one of the following actions with the blade; Launch: The blade nears a target within range and makes a hearty swing. It can do so on any target within range (Casting Stat + Melee vs Body + Dexterity (Evasion)). Parry: The blade intercepts between a target (caster/another within range) and a perceived incoming danger. Whether it be a projectile from a bow/crossbow, a strike from a melee weapon, or spell projectiles of a lower echelon level (CA + Athletics (Might) vs Attacker Roll). Upon use, the blade dissipates. The caster can form another blade on their next turn, provided the spell has duration left to do so. The caster can create up to a maximum of three blades per cast of the spell.

Name: Retch
Level: 1
Branch: Life
Range: 10 meters
Duration: 10 minutes
Effect: The caster manifests their living thread, reaching out to a target within range to manipulate their forma. The target makes a Body + Resilience (Malaise) roll against the caster's AoE DC; on a failure, the target feels their stomach churn, a wave of nausea washing over them that gets worse with quick movements. It cannot be ignored or overcome for at least one round of combat, impeding the actions of the target appropriately. The effects of the spell linger until the target passes the save, which they may attempt once a round.

Name: Adept Strike
Level: 1
Branch: Stable
Range: Self
Duration: 5 minutes
Effect: The caster channels kinetic energy through themselves to lend strength to their martial prowess. For the duration, a single two-handed weapon can be wielded with a single hand; freeing the other hand to use a shield, or a smaller onehanded weapon. Said weapon leaves an aesthetic trail of the caster's choice as a visual tell of arcane enhancement. When the spell ends, a wash of fatigue crashes over the caster and they suffer one step of disadvantage on all melee attacks for five minutes. Subsequent casts supress this fatigue, but only for as long as the spell is active; each cast will contribute five minutes of fatigue once the spell is no longer active.

Name: Imperception
Level: 2
Branch: Illusion
Range: Touch
Duration: 1 hour
Effect: The caster determines one sensory experience in a target to be replaced one that the caster can imagine; such as causing fabric to feel like flame and flame to feel like fabric, or something similar. Activated by recreating each feeling in the target's mind, they must be familiar with each feeling, scent or sound for their sensations to be swapped. A Mind + Resilience (Mental) roll vs the caster’s CA + Resilience (Mental) roll can be used to avoid the sensation switch. Any sensations which would cause pain in the target do so, but allow the target to make another Mind + Resilience (Mental) vs the caster’s CA + Resilience (Mental) to prematurely end the spell. This may occur at once a turn, at most.

Name: Flashbang
Level: 2
Branch: Volatile
Range: 5 meter radius
Duration: 1 turn
Effect: The caster conjures up the power of lightning and slams their focus to the ground, causing a lightning strike to impact the mage without any harmful effects. This effect blinds anyone looking towards the caster, within range, for a single turn. It also causes anyone in the radius to go temporarily deaf for the same duration. The blindness and deafening effect also impacts the caster.

Name: Unworldly Ornamentation
Level: 1
Branch: Occultism
Range: Touch
Duration: Completion of Ornamentation
Effect: The caster conjures a spectral needle that only they are capable of using, to ink one individual per cast. The design can be as large as desired, but can't have a conscious relation to the Divine. The tattoo can be any colour, animated, and hold aesthetic properties to elementals (ex. Warm to the touch, embers alight when the tattoo is exposed, etc.) Only one needle may exist at a time, and it dissipates upon completion of the Ornamentation. The Ornamentation itself is permanent.

Name: Dusted
Level: 3
Branch: Matter
Range: 50 meters
Duration: Two rounds
Effect: Over the course of two rounds, the caster sinks into the ground beneath them (along with all their belongings), reappearing in a known location within range a turn later. The caster must nearby a large chunk of any natural material to cast this spell. After a round, they slide into the ground or wall before they rise from any natural material somewhere within 50 meters after another round. If interrupted by pain or sharp motion, or attempting to bring anyone other than caster with them, the spell fails. The ground at both the initial and transported location is marked by dry and dusty material; dried dirt, sand or gravel as appropriate to the material.

Name: Hex Tenebrum
Level: 1
Branch: Occultism
Range: One interior space, no larger than 25 by 25 meters
Duration: 1 Week
Effect: The caster imprisons a fire elemental inside the confines of a single room and commands it to act on their will. This allows the caster to instantaneously turn off or turn on any flame based light source within. They may do so as many times as they wish, so long as they are within the room while doing so. They may control flame based light sources individually, causing them to flicker alight, or to snuff out.

Name: Bodysculpt
Level: 4
Branch: Life
Range: Touch
Duration: Permanent
Effect: Placing a hand on a consenting individual (or self), the caster may change the appearance and/or gender of the target. These changes are permanent. The race cannot be changed nor mimicked. Eye colours cannot be changed. The transformation causes varying degrees of pain depending on what is changed which can last days or weeks. The spell takes one hour to cast with concentration.

Name: Floral Familiar
Level: 1
Branch: Life
Range: Touch
Duration: Permanent
Effect: The caster holds a seed against the skin of a target for one round, enriching it with their Forma. Afterwards, slender vines stem from the seed and settle over the target’s skin. They do not burrow, and can be removed with force. If properly cared for for a week, a budding of flowers blooms along the vine, with one central bud bringing forth a small creature of plant material, up to the size of a house cat. The creature cannot be trained or commanded, nor does it have a mind of its own, but it follows the target and idles about in ways akin to whatever small animal it appears like. If not within 10 meters of the target, the creature goes dormant. The creature is fragile, like a plant, and is especially vulnerable to fire. It must be cared for like a plant, and despite not having a mind, it seems to drift towards other flora and soil nearby. Plants seem a little healthier after the creature's presence. Each target may only have one Floral Familiar bonded to them; the caster is able to maintain up to their Echelon level of Floral Familiars at any time; if this number is exceeded the caster may choose which of the familiars wilts.

Name: Pyromancer's Wrath
Level: 3
Branch: Volatile
Range: 30 meters
Duration: Two rounds
Effect: The Caster focuses for 1 round, summoning raging flames by expelling energy from their Cruxstone or siphoning up to a bonfire's worth of fire of its energy within 20 meters. On the second turn, they may send the flames at a target, striking them with third-degree burns and igniting flammable material upon failing a Body + Dexterity (Evasion) check against the Caster's CA + Ranged.

Name: Dancing Stars
Level: 1
Branch: Occultism
Range: 10 meters
Duration: One hour
Effect: The caster summons forth twelve flickering motes of fiendish white or teal flame from the Planar. Each of the motes is as bright as a candle, bearing some resemblance to that of a star in appearance. These motes can be willed to move to create basic patterns or 'constellations' within ten meters of the caster. The motes can ignite candles or torches; doing so causes that mote to disappear as it lights the candle or torch; the flames will be of the same white/teal hue. Alternatively, this spell can also be cast to create a singular larger mote, as bright as a torch, that will hover around the caster within ten meters for the duration.

Name: Elemental Incombustibility
Level: 3
Branch: Occultism
Range: Self
Duration: 20 Minutes
Effect: Over the course of a minute, the caster preforms a ritual to attract and bind Earth and Water elementals to their body. For the duration, these elementals make the caster immune to fire and burning, with only the hottest fires and Lava affecting them. This immunity extends to any fire based spell of L2 or lower.

Name: Beastly Fixation
Level: 2
Branch: Occultism
Range: Self
Duration: 5 minutes
Effect: The caster can, as an action on their turn, conjure an occult sigil, indicative of the fiendish Beasts of Burden, on or around one or both of their arms or legs; it must either be only the arms, or only the legs affected. Objects gripped with an arm affected by this spell cannot be knocked from their grasp. If their legs are affected, they find themselves unable to be forcibly moved without great difficulty; a successful Body + Athletics (Might) check against the Caster’s AoE DC is needed to break the effects of the spell. Grabbing another with an arm under the affect of the spell does not lock them in place, but does allow the Caster to make Unarmed (Grappling) checks with their CA in place of Body.

Name: Squall
Level: 4
Branch: Matter
Range: 10 meters
Duration: Concentration
Effect: Over the course of one minute, the caster channels the air and winds around them, lifting themselves and up to two other willing individuals into the air. The caster and the other individuals must remain still within the range for the entire minute, or the spell will fail to affect them. While concentrating, the caster can levitate into the air, gaining the ability of flight at the speed of a sprint. If all individuals affected by the spell wear heavy armour, they can collectively move at a walking speed in combat/stressful situations as the caster must focus deeply to keep afloat. Those under the effect of Squall become "anchored" to the caster; they may move freely in a 10 meter radius of the caster, but are unable to willingly move further away. If forcibly moved more than 10 meters, the spell no longer effects the individual.

Name: Flaming Bulwark
Level: 1
Branch: Volatile
Range: 3 Meters
Duration: 2 Turns
Effect: Over the course of a turn, the caster forms a flaming shield anywhere within three meters from their current position. Thereafter, a two meter high two meter wide wall of flames forms, occupying the space prescribed. The flaming wall will instantly disintegrate mundane projectiles of a size similar to an arrow or smaller than one that pass through it. The wall offers no protection against larger projectiles. The wall, if contact is made with it, will inflict minor burns on those who touch it. It can be passed through by an individual, but that individual will suffer minor patchwork burns across their body.

Name: Sunder
Level: 4
Branch: Spiritualism, Occultism
Range: 25 meters
Duration: 30 seconds
Effect: The caster tunes their connection with the planar toward the living realm. Each turn for the duration of the spell, the caster may use their action to create a tear in the Planar within range. All within 3 meters of the tear must make a Body + Dexterity (Evasion) check vs the caster’s AOE DC as wisps of aberrant spirits begin to pour out of the tear and desperately grasp for anything within range. If the target fails, they are subjected to a searing hot pain as the spirits begin to corrupt their flesh and return to the planar with what shreds of life they stole. Those affected are left with an equivalent of third degree burns over the span of their body which must be magically healed or risk infection and necrosis; as the burns are not caused by flame, fire immunity does not protect against these injuries. The tears last only for the turn they are activated on, closing shortly after releasing their torrent of spirits.

Name: Planar Wayfarer
Level: 3
Branch: Occultism
Range: 30 meters
Duration: 2 turns
Effect: Upon performing a ritual over the course of a turn, the caster opens a small tear to the planar, stepping through and disappearing for that turn, the tear they opened disappearing as they pass through. At the end of the next turn, they reappear within 30 meters from where they originally stood, emerging from a similar tear which closes after they exit. The area in which the caster appears must have been in their line of sight from when they cast the spell.

Name: Fire Familiar
Level: 1
Branch: Volatile
Range: 10 m
Duration: Permanent
Effect: As the mage concentrates for a turn, an orb of fire appears near them, quickly transfiguring into any small sized animal they desire. The newly formed “creature” - made entirely of fire - radiates enough light and warmth to illuminate and warm a small room (10x10x10 m). The construct is not sentient, but it can be directed by the caster up to 10 meters or idle alongside them. Though made of fire, it is purely non-combative - if the creature comes into contact with anything other than the mage, it will harmlessly fizzle out. It stays until dismissed or destroyed. Only one may be active at a time.

Name: Intendi Lucerna
Level: 2
Branch: Volatile
Range: 1 m
Duration: Concentration
Effect: The mage concentrates on their focus/hand in order to produce an extremely hot flame capable of cutting through frames of metal that are three centimeters or less in thickness; such as doors, chains, bars or armor. However, the mage cannot move and must maintain concentration for this to work. The flame itself is fully produced over the course of three turns or thirty seconds, the flame becoming stronger each turn. Interrupting this process will cancel the spell.

Name: First Tongue
Level: 1
Branch: Spiritualism
Range: Self
Duration: Concentration up to 1 hour
Effect: All entities with anima within 30 m can understand the Caster's speech on a primal level, reverbing in their soul even if they lack traditional methods of hearing; The caster gains no special ability to understand them in return.

Name: Geyser
Level: 3
Branch: Matter
Range: 20 block radius
Duration: One turn of preparation, one action
Effect: The mage is able to control incredible amounts of water (4 cubic meters at most), drawn from a source within range over the course of one turn. The turn after the caster grabs the water, they can take one of two actions. Surge: The water is sent in a broad wave towards up to three targets, all of whom must be within 3 m of both of the other two. If the targets fail a Body + Athletics (Might) roll against the caster's AOE DC, they are pushed along a solid surface up to 10 m. Spout: The caster slams a horizontal column of water into a single target. If the target fails a Body + Dexterity (Evasion) roll against the casters CA + Ranged, the column hits them with bone-crunching force, and they are knocked prone. After the caster uses one of these actions, the water splashes to the ground, making the ground wet for everyone (mechanical effects at the discretion of the DM).

Name: Overgrow
Level: 4
Branch: Life
Range: 10 meter radius
Duration: Variable
Effect: The caster places their hands against the ground for three rounds. During the first, the top layer of ground within range turns into fertile soil. During the second, vines and plants sprout and seize the limbs of any targets within range. They must roll Body + Dexterity (Evasion) against the caster's AoE DC and succeed at least once that round or the next to avoid being ensnared and bound in an oak tree that grows around them. Those captured are unharmed, remaining healthy and conscious, their wounds stabilized and toxins afflicting them halted, but unable to escape unless the tree is hacked into from the outside, or environmental conditions (dampness in a cave, heat, cold, etc.) damage the tree. The level of strength required to break through this tree is a Melee or Athletics (Might) check against the casters CA. While inside, they experience their surroundings through the tree (vibrations through the roots, wind rustling the leaves, sounds through bark, etc.), but cannot see. When the tree is damaged, the captured person is freed in an explosion of bark. After three OOC hours, the captured character's player may choose to free themselves exiting as if the tree had been damaged. The fertile soil and overgrowth remain after the spell.

Name: Blood Part
Level: 2
Branch: Life
Range: Touch
Duration: Instantaneous
Effect: The caster lays their hand upon a target's skin or clothing, weaving their Forma into that of the target's before unravelling it forcefully. If used on an unwilling target, the Caster uses their CA + Unarmed (Grappling) to determine whether or not they make contact. If they are successful, the area underneath the hand opens up as if sliced deeply with a bladed implement. The wound is nowhere deep enough to be fatal, but will bleed profusely.

Name: Fury of the Forefathers
Level: 4
Branch: Volatile
Range: Variable
Duration: Two rounds to summon, then one action on the turn of summoning
Effect: The mage spends two turns summoning forth a significant amount of frostfyre to the space they occupy, which is harmless to begin with. Once these two turns have elapsed, the caster summons forth the visage of a knightly warrior composed of all the frostfyre they have coalesced, to a spot within two meters of the caster. The knight stands at 10 meters in height and 2 in width. The knight can take one of the following actions before dispersing: Scorch the Lands: The knight summons forth a greatsword composed of frostfyre and cleaves an area that is 6x6 meters, inflicting third-degree frostfyre wounds on all within. This attack can damage buildings and terrain, as well. This can be evaded with a Body + Dexterity (Evasion) check. Age of Ice: The armour of the knight shrinks to the form of the caster or a target within 3 meters, cladding them entirely. For three turns, all projectiles of any size are burned up before making contact with the armour, regardless of size. Attacks of a fiery or icy nature are likewise nullified, as are extremes of temperature.

Name: Mimicry
Level: 1
Branch: Stable
Range: 20 Meters
Duration: Concentration, up to an hour
Effect: The caster focuses light into the shape of a mouth. The caster can create sound waves that mimic what their own voice sounds like - being able to speak without using their own vocal cords. The caster can move the mouth within 20 meters of themselves at will, only being able to have it 'speak' if they are within 20 meters of it. They can also fix it to a point in space, or a specific point on an object. The mouth mimics lips in terms of what is being spoken - and works with all languages that the caster knows. The caster is unable to use their own vocal cords while the spell is cast, although are able to dissipate the spell at any time. Should there need to be a check made to deduce the mimicry, the opposed check is the caster’s CA + Charisma (Guile) versus Mind + Awareness.

Name: See Energy
Level: 2
Branch: Stable, Volatile
Range: Touch
Duration: 3 Hours
Effect: Through arcane infusions to the caster's eyes, they are able to faintly perceive the world's Vis flow through distinct colorations and textures in the air around them, differing by type. While not granting any bonus to their perception, the infusion allows for an enhanced view of reality. When energy based attacks are made within 20 meters of the caster, they may discern the intensity and any other details that may come alongside, such as the lethality and any other hidden components. The caster may share this effect with another through maintained grip.

Name: Inert Potential
Level: 2
Branch: Volatile, Stable
Range: Touch
Duration: 5 Minutes
Effect: For five minutes, or until the caster elects to dispel it, all active sources of energy are sapped and drained, effectively nullifying them. This allows them to negate up to 25 meters of fall damage, walk up walls, or walk across ceilings; however, melee combat is impossible while the spell is active, with their strikes being absorbed by the spell. Because of the active drain on their own energy, the mage's own body temperature will steadily grow colder and colder, becoming near hypothermic if they are already in a cold environment upon casting.

Name: Endure
Level: 3
Branch: Life
Range: Self or Touch
Duration: 1 Hour
Effect: The caster can instantly grow temporary muscle fibres over a deep or lethal wound on themselves as a reaction, or over a similar wound they are touching on another as an action; internal or external; that strings together before one's eyes. It dulls pain to a dull ache. After an hour, the fibres melt away, reopening the wound.

Name: An Eye of Caution
Level: 1
Branch: Occultism
Range: Self/Touch
Duration: 10 minutes
Effect: By reaching into the planar, the caster conjures an eye in the back of a head or headgear that is connected to the target. It takes on design of caster's choice, but may not provide any mechanical benefits associated with the design. When faced with a threat from behind that the target can feasibly counter, they may take evasive action as normal as if they were facing the target. May be cast on others via touch.

Name: Triple Riposte
Level: 4
Branch: Illusion
Range: 30 meters
Duration: Concentration, up to ten minutes.
Effect: The caster creates up to three phantasmal foes. The form the foe takes is up to the caster's designs. The illusions must be of something of reasonable proportion and manner for the target: nothing too gargantuan to face, or too impossible to form. The caster may then direct these illusions to fight against a partner. These foes can withstand a total of three strikes each, and use the caster's CA + Resilience (Mental) to represent their actions against the targets. Any injuries they manage to inflict are purely mental, inflicting comparable pain to the physical equivalent but fades after an hour. Controlling the foes takes deep concentration, requiring it to be used instead of the caster's actions for any combat related actions (attacking, evading, etc.). If the phantasmal foe lands a blow that would normally be lethal, its opponent loses consciousness. The caster is unable to physically move whatsoever during this trance - preoccupied with directing the foes.

Name: Osmosis
Level: 2
Branch: Life
Range: Touch
Duration: Concentration
Effect: By making contact with another with a successful CA + Unarmed (Grappling) check, the caster can attempt to drain the vitality of the target into themselves over the course of a turn. This reduces the severity of their wounds from severe to moderate, or moderate to light while either worsening their target's wounds in severity from light to moderate, or moderate to severe, or inflicting light wounds if none are present. The caster can reverse the function of the spell instead to cause harm to themselves or increasing the severity of their own wounds from light to moderate, or moderate to severe in order to lessen the severity of their target's wounds by an equal amount. This does not restore anything the body has lost, only mending the wounds that remain in its stead. This spell may be attempted to be resisted through a Body + Resilience (Malaise) roll vs the Caster AoE DC. The spell automatically fails in its effect if the receiving target of the drained vitality has nothing that can be mended. The spell cannot worsen severe wounds to the point of lethality.

Name: Comet
Level: 4
Branch: Volatile, Stable
Range: 40 meters
Duration: 1 minute
Effect: Consuming one source of uncontrolled energy within fifteen meters, which may cover up to a 10x10x10 meter area, or conjuring it from their cruxstone, the mage enshrouds their focus or arms in dark blue, evisral energy. Amassing the energy required requires one round alone. After which, all strikes from the enwreathed weapon imparts a large patch of deep frostbite and surpasses the defense of any armor. At any moment after the round spent conjuring the spell into effect, the mage can elect to end the spell and sling the energy at a target within 40 meters. The Mage rolls CA + Ranged versus the target's Body + Dexterity (Evasion).

Name: Mindscape Create
Level: 2
Branch: Telepathy
Range: Self
Duration: Concentration
Effect: The Cogimens claims a space within the Cognitive Realm as their own. Within, the Cogimens is able to create and destroy to their heart’s content. From the fundamental laws of the virtual universe, down to the exact appearance of a blade of grass, the Cogimens is able to effect change at every level. It is an entire virtual reality of their own. This space is only accessible to the Casting Cogimens unless other spells are cast in conjunction with this one. Changes made to the Cogimens’ Mindscape are persistent and will be as they were when the Cogimens last cast the spell.

Name: Mindscape Invite
Level: 2
Branch: Telepathy
Range: Touch
Duration: Ten minutes
Effect: The Cogimens touches another willing participant and invites them to enter their Mindscape when next cast. This invite lasts for ten minutes and dissipates if no Mindscape spell is initiated within this period. When inside the Mindscape the participant may leave their trance and exit the Mindscape at any time or they may remain for as long as the Mindscape Create spell is active. Any injuries, conditions or consequences occurring within the Mindscape do not carry over to reality but may be persistent should the participant be invited in at a later time (this is left at the will of the caster as per Mindscape's controls).
 
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HollowWorld

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-= CUSTOMS =-

Name: Arcane Transmutation
Level: 2
Branch: Volatile, Stable
Range: 5 meters
Duration: 20 minutes
Effect: The caster draws in all sources of volatile energy within five meters of them over the course of one round; alternatively the caster can pull in ambient energy. This energy then coats their focus or fists with transmuted energy. Negatively charged vis flares from the weapon, imparting moderate frostbite upon injury. At will, the caster can elect for the negative vis to enshroud a hit target, afflicting a step of disadvantage for rolls against energy-based attacks during the next two rounds. Because of the nature of this spell, only actively charged elemental-based spells will be attracted to it, such as fire or electricity. Furthermore, the caster cannot cast any charged offensive elemental spells while this effect is active or it will split from its intended destination; half backfiring on the caster as it it drawn to both the target and the spell caster.

Name: Burning Parry
Level: 2
Branch: Volatile
Range: Touch
Duration: 2 rounds
Effect: The mage instills their blade with an intense heat, their weapon glowing a pale clearly visible red. When another weapon clashes with the weapon's blade, the caster attempts to ignite the hilt of their opponent, or relative facsimile. The caster must make a CA +Melee check, opposed to the attacker's attack or parry roll. If the caster succeeds, the hilt of their opponent's weapon ignites, a burst of flame forcing the opponent to release their grip on the weapon. The hilt will remain alight for one round before dissipating, the heat and flame dying out immediately. This spell does not work on materials typically immune to fire damage (ie; Eizholz, Drakodo Leather).

Name: Tunnel Vision
Level: 2
Branch: Spiritualism
Range: 15 meters
Duration: 1 minute
Effect: The caster may tune into a hostile target’s emotions, spinning their feelings into hatred toward another entity. The target may make a Soul + Resilience (Malaise) check against the caster’s CA + Resilience (Malaise) stat in an attempt to resist this effect. If the target fails, their hostility is pointed directly at another creature within range at the caster’s discretion. If the target succeeds the check, they are made aware that something or someone has attempted to influence them, but not the precise location nor nature of this entity. The target is also then made immune to the effects of this spell for one OOC hour. The target may attempt to re-save at the end of their round or after 10 seconds.

Name: Thraall A Stena
Level: 4
Branch: Matter
Range: Touch
Duration: Permanent
Effect: The caster either presses a hand or stamps their foot onto a natural surface (earth, stone, sand etc), and over the course of the next turn, the ground in a roughly circular area adjacent to the caster rumbles and shakes, rocks and pebbles bouncing around and the very dust moving. The caster then pulls a roughly circular shaped pillar out of the surface (up to 3m radius), with a total length of 25m. There must be sufficient mass to support a pillar of this size. The caster may choose which direction the pillar extrudes. The pillar can move with enough speed to break bones should it connect with a target; a Body + Dexterity (Evasion) check vs the Caster’s CA DC may be rolled to avoid the pillar. It can lift 400 pounds at that level of force, and up to 1000 pounds at reduced speeds that do not threaten bones.

Name: Evisral Volley
Level: 2
Branch: Volatile, Stable
Range: 50 meters, with disadvantage at a range of 30+ meters
Duration: Instantaneous
Effect: The mage looses a projectile of ice, fire, electricity, force, light, or magnetism from their hand or focus. It has the velocity and size of an arrow fired from a shortbow, but does not impart force on impact unless stated otherwise, and affects a one foot by one foot area. Fire results in second degree burns; electricity induces second degree electrical burns; ice results in moderate frostbite and puncture wounds; force results in moderate bludgeoning damage and being thrown two meters; light results in moderate disorientation for a round; magnetism results in moderate puncture wounds from those in metal armor, causing minor lacerations to the flesh below and a notable unwieldiness to their armor for the next round from the semi-magnetized armor locking against itself.

Name: Riftweave
Level: 2
Branch: Occultism, Life
Range: 15 meters
Duration: 1 round
Effect: The caster extends their Living Thread using motions with their hands to guide it through the air toward a target in range. The thread disperses upon contact with the body, the thread itself seeming almost uncomfortably warm. The caster is able to guide the thread through the body's veins, the area glowing a light teal for the duration. Upon the thread reaching one non-lethal wound or a burn no larger than the width of two hands, the thread will begin to rapidly stitch and stabilize the wound, which will heal completely in two days. The target must be careful of the area until it is healed as it will remain tender and risks tearing open anew upon strenuous activity.

Name: Don byr Zustid
Level: 4
Branch: Matter
Range: Self
Duration: Concentration
Effect: The caster spreads their feet wide, manipulating the forma of the ground below them over the course of a round. At the end of this round, they are able to wholly submerge themselves within the solid ground, treating it as if it were a liquid of a similar consistency to water. They must periodically surface to avoid suffocation, but are otherwise able to remain within the solid for the duration of the spell. Notable disruptions occur to the surface of the ground the caster moves under, rippling like water. While submerged, the caster gains a tremorsense with the range of 30 meters, possessing a distinct image of every grounded entity. They are limited to melee attacks only in their submerged state; The caster cannot drag people into the earth with them. Should the spell end while they are submerged, the caster is ejected out into the nearest open space available.

Name: Arrow of the Ancients
Level: 2
Branch: Volatile
Range: 25m
Duration: Two turns
Effect: The caster spends a turn materializing a longbow composed of frostfyre flames that is harmless for them to wield. On the turn after it is summoned, they can fire a frostfyre arrow at a target in range that they can see. The caster makes a CA + Ranged roll, contested by the target's Body + Dexterity (Evasion). If successful, the arrow will pierce into flesh (but not armour), immolating the area internally and externally with a combination of piercing wounds, second degree burns, and second degree frostbite. Wounds inflicted from direct impact become partially cauterized from the searing flames and nearby blood vessels freeze over, temporarily stemming blood loss. If the arrow misses and lands in a combustible material, it will be lit on fire while also freezing over.

Name: Chaotic Revenge
Level: 2
Branch: Volatile, Stable
Range: 3 meters
Duration: 1 round
Effect: In reaction to being struck by an attack, and the source of which is within 3 meters, the mage's body becomes enshrouded in violent red energy before striking back at their attacker. This energy courses from the point of contact, into the attacker's appendage (the dominant appendage, if the attacker used multiple appendages in the triggering attack). The mage rolls CA + Resilience (Malaise) contested by the attacker's Body + Resilience (Malaise); if the attacker fails the contest, the energy detonates in their arm, causing multiple lacerations across the appendage, flesh broken apart from blunt trauma, and deep bruising localized in their arm and hand. This spell may only be cast in reaction to being successfully struck, requires the mage's action, and does not prevent any damage from the triggering attack.

Name: Healer's Intuition
Level: 1
Branch: Life
Range: Touch
Duration: Instantaneous
Effect: The mage spends a round casting, and then feels echoes of the target's physical condition within their own flesh. This comes with an intrinsic awareness of: the extent and nature of any injuries, the presence and effect of foreign bodies (material and parasitical), the presence and effect of any toxins or poisons, and any infections that may have set in. It does not identify materials or toxins, or give the mage any extra knowledge regarding appropriate treatment, only the effect that the condition is having on the body, including how life threatening it is. It can detect pregnancy, and differentiate between normal body function and pathology, but it cannot diagnose active supernatural effects of Divine or Arcane origin, such as curses or shapeshifting, and cannot differentiate wounds inflicted by spells from mundane wounds. The effect of this spell ends immediately after the casting is complete.

Name: Thunderous Response
Level: 2
Branch: Stable
Range: 5 Meter Radius
Duration: Instantaneous
Effect: The caster draws in ambient aural energy to their hands, priming it for release via a snap or a clap over the course of a turn. Once expelled, a sonic boom echoes from the trigger like a shockwave. Fragile objects and susceptible objects, such as glass, shatter if caught within the area; small, loose objects are scattered. Any entity susceptible to sound, including the caster if they are without protection, caught in the AoE must roll Body + Resilience (Malaise) with a DC equal to the caster's CA dice. Races or individuals with sensitive hearing make this roll with disadvantage. Failure results in blurry vision, non-debilitating disorientation, and hearing loss which lasts for two minutes; during those two minutes, the afflicted can only hear a high pitched whine. Outside of the area of effect, others hear a loud, booming crack, akin to a lightning strike. This spell causes no permanent hearing damage.

Name: A World On Fire
Level: 2
Branch: Volatile
Range: 40 meters
Duration: Concentration
Effect: The mage alters their vision, coming to view the world in a murky, shifting blend of grey hues, which is disrupted by sources of thermal energy. Every thermal signature is caught by this perception, from a lit candle to the chill of an Eizholz root. Heat takes on the likeness of orange and red, flickering subtly like a campfire. Cold takes on a variety of icy blue hues. This vision is able to penetrate through mundane materials, up through 1 meter of material but no further.

Name: Monstrous Arsenal
Level: 2
Branch: Life
Range: Self
Duration: One hour
Effect: The caster unravels the forma in one of their arms or legs and reforms it into a gruesome melee weapon of their choice (must not exceed the length of a longsword), made from hardened flesh and bone. The protruding bones and flesh take on the relative strength of steel, additional threads of muscle sinew and bone reinforcing the weapon to be comparable most other weapons. The appendage affected by this spell has the nerves numbed, meaning that blows against the limb feel a numbed sense of pain, but one that is very muted. If the weapon is destroyed or otherwise broken, the spell ends prematurely and the affected limb will be wounded, the additional sinew and bone crumbling to dust. The caster uses their CA in place of Body when using this weapon to perform an action. After the spell ends, the limb returns to normal, but will ache and feel somewhat numb for one OOC day thereafter.

Name: Enforce
Level: 3
Branch: Volatile, Stable
Range: Touch
Duration: 5 minutes
Effect: By manipulating internal and external energy, the mage shapes one way a target may exert themselves for the duration of the spell. One of the following skills must be chosen upon being cast: Awareness (Investigation), Athletics (Might), or Unarmed (Grappling). For the duration of the spell, the target can roll with caster’s CA instead of their chosen skill. Only one skill can be selected per cast of Enforce, and only once cast of Enforce can be active at any moment.

Name: Demon of Corruption
Level: 2
Branch: Occultism
Range: 5x5
Duration: Unlimited, until destroyed/killed.
Effect: The caster taps and calls unto the Hellscape to bring about an aspect of corruption, bound within a totem of the casters own making, that will slowly start to corrupt and bring a chosen area into the likeness of the hellish landscape of the underworld. Twisting any stone and material into a vast crimson nether rack or flora into twisted and distorted colorings of themselves with an uncomfortable heat radiating off of it. Those affiliated with the Hellscape feel an otherworldly sense of comfort within the afflicted area. If the totem overlooking the area is killed/destroyed, the area it corrupts will also start to alleviate and slowly return to its normal self. The caster may only create a number equal to their CA. The totem must be placed in an unobstructed area to function and Infernal script scrawls itself across the surface of the totem, marking it as a point of malignant corruption. Locations of these totems must be marked on the caster's Mage Profile under 'Sustained Effects'

Name: Heaven's Reach
Level: 3
Branch: Volatile
Range: 300 meters
Duration: 2 minutes / 5 rounds
Effect: The caster fires a sizeable bolt of flame into the skyward clouds to detonate into an extremely bright flash of volatile arcane energies, covering an area of 10x10 blocks within its initial explosion. Any pre-existing cloud cover is sundered in the light's radius; however, ground-resting fog is not affected by this. This surge of flame is as bright as daylight for those below it in a 250 meter radius, as if a miniature sun is suspended in the sky. Those not caught within the light's illumination are still capable of viewing it off in the distance from kilometers away. The bolt must be launched outside and into the sky.

Name: Succumb
Level: 3
Branch: Volatile, Stable
Range: 15 meters
Duration: 2 rounds
Effect: The mage points their focus or hand at their intended target and begins to overload their body with crackling red energy, which seeps into their torso. The mage rolls CA + Resilience (Malaise) contested by the target's Body + Resilience (Malaise). If the target fails, the energy primes itself for detonation in their body. The target instinctively knows that the energy is there. After two rounds, the energy stored in their body detonates, inflicting severe blunt trauma to their torso and moderate electrical burns. Should the caster be knocked out or killed before the two rounds elapse, the spell fizzles out and fails.

Name: Keelhaul
Level: 2
Branch: Life, Spiritualism
Range: 15 meters
Duration: 1 Minute
Effect: A flickering red tether unwinds from the caster, connecting them to the target. When cast the target must roll a Soul + Resilience (Malaise) roll against the caster’s CA + Resilience (Malaise) to resist the effect. While the tether passes cleanly through solid objects to connect the two by the shortest distance, it is perfectly physical to the two connected – allowing the caster to physically pull and drag the target by means of the string, even if a wall or barrier separates them. The caster can shorten and lengthen the string at will by letting it gather slack or winding it tight, designating a new reach up to the spell range each round. Whenever the range is exceeded or the caster attempts to affect the target through the line, the caster rolls CA + Resilience (Malaise) against the target’s Body + Athletics (Might). If the target fails, they are forcefully dragged by the tether until they are within range, hit an obstruction, or travel up to 5 meters, regardless if they outclass the caster in weight class or strength. If they succeed, the tether breaks, ending the spell.

Name: Evisral Conjuration
Level: 3
Branch: Volatile, Stable
Range: 20 meters
Duration: 10 minutes
Effect: The caster extends their hand and conjures forth any single weapon or shield wrought from crackling energies. It can be anything feasibly a weapon so long as it fulfills the requirements for an Arcane Focus and can be feasibly held in at most two hands. All attacks from weapons wrought from this spell will inflict either frostbite, electrical burns, or thermal burns with each strike. Should a bow or ranged weapon be summoned, the projectiles loosened from this weapon will disperse after striking, and may only travel up to 20 meters from the caster. Spells can be cast through this summoned weapon. If the weapon ends up more than 20 meters from the caster it will dispel. Anywhere within that range, it can be recalled over one round. The spell can be dismissed at any time by the caster should they will it. All actions made with the summoned weapon are made with the caster's CA instead of any other primary attribute.

Name: Enkindled Rush
Level: 2
Branch: Stable, Occultism
Range: Touch
Duration: 3 turns / 30 seconds
Effect: The caster empowers a target with kinetic energy and wards them with a minor fire elemental, enabling them to reach higher speeds than normal, provided they maintain continuous momentum. The target is able to move twice their ordinary speed while maintaining a running speed. They are able to jump 2 meters high and twice as far in any direction, each landing softened by a cushion of kinetic energy as long as the fall is no greater than 10 meters. As well as this and provided that the target is at a running pace, the caster can freely run through mundane flames, a fire elemental accentuating their motions and warding them from both the heat and the flame. This also extends to fire effects created by level one/tier one spells, however, the ward will only provide protection against a single instance of magical fire. The footsteps of the target while the spell is active flare with fire.

Name: Atreidae
Level: 4
Branch: Volatile, Stable
Range: Self
Duration: One Hour
Effect: Whips of pure energy with tongues of fire licking along the edges form behind the caster, optionally taking the shape of avian-style wings, allowing for flight. Flight speed is equal to typical running speed and can carry the caster in armor plus an additional person (provided that their weight does not exceed 90kg), though movement speed is cut in half when carrying another. By using an action to switch to and from using them for flight, the whips can be used to perform Unarmed checks (using CA + Unarmed (Grappling)) as the caster's action. These unarmed checks can range for lashing out with the force of a mundane whip at a target within 10 meters with the caster. Injuries inflicted in this way can either be blunted or slashing, the whip sharpening or hardening to accommodate either action. The caster cannot swing a weapon with their own hands if they choose to grapple with an enemy, but they can defend themselves against incoming attacks. The caster cannot fly while wielding a weapon through the whips.

Name: Amphibian
Level: 3
Branch: Life
Range: Touch
Duration: 12 hours
Effect: The caster places their hands on both sides of their neck or of another person's, and then places their hands on their ears. From there, they alter the targeted individual's anatomy to bear fully functional gills on the sides of their neck and protects their ears from water pressure. This process takes two rounds to complete itself, requiring constant contact with the caster. While the gills are present, they allow a person to remain indefinitely underwater throughout the duration of the spell and breathe through them; their ability to breathe on land remains intact. The gills provide a strong resistance against decompression sickness, allowing for the targeted individual to rise and fall in watery depths with less risk. These gills must be treated with care while they last; they must be kept uncovered, and mustn't have anything which may block, chafe, or other harm them. Otherwise it risks compromising the functioning of the gills.

Name: Grounded
Level: 2
Branch: Volatile
Range: 30 meters
Duration: Concentration, up to 5 rounds
Effect: The mage points their focus or hands at a flying target within range and begins to channel the ambient warmth of the air underneath the flyer into their focus. This creates a strong downdraft of air, resulting in contest between the flyer and the caster. The caster rolls CA + Resilience (Malaise)/Ranged (Arcane) against the flyer's Body + Dexterity (Evasion)/Athletics (Might). Should the flyer lose this contest, they will descend onto the ground within the next turn without harm and with some control. Until the end of the spell's duration, or until the caster wills it, the flyer cannot ascend again. This only works against mundane methods of flight and will not work against magic-given flight.

Name: Devourer's Vault
Level: 1
Branch: Occultism
Range: Touch
Duration: Indefinite
Effect: The caster stows away an object (that does not exceed 10kg) in a pocket dimension beyond mortal sight and touch. This takes a minute to perform. This spell may be cast again to summon the object from the pocket dimension, the caster requiring a minute to do so. Only a single object may be stored in this fashion, and the object in question must be noted clearly on the mage's arcane profile. Artifacts of any origin cannot be stored.

Name: Path of the Warrior
Level: 1
Branch: Volatile
Range: Self
Duration: 6 turns / 1 minute
Effect: The caster adorns their forearms in frostfyre, causing no harm to their person or held items while active. If the caster makes a melee attack, their successful blows will cause very minor frostbite and burn wounds to any exposed flesh beneath their fists. If clothing is hit, small flickering flames will adorn the area hit. If armour is hit, frost spreads to cover the same area. If the caster holds a flammable item for two consecutive turns, that item will set alight, combusting slowly (e.g., can be used to start a campfire). This latter part only works on items not currently held by another. The light from the flickering blue flames will illuminate the area around the caster freely in a 10 meter radius.

Name: Ghastly Orb
Level: 3
Branch: Occultism, Spiritualism
Range: 20 meters
Duration: 10 minutes
Effect: The caster performs a short ritual, taking no longer than a standard action, and summons a Fire elemental to their hands. With the elemental summoned, the caster manifests a spiritual, ethereal orb, ghostly in appearance around and imparting the spiritual nature into the flame over the course of a turn. This orb produces light akin to a torch as it hovers near the casters hand. The caster may choose to hurl the orb at any point in its duration as an action, which flies with speed akin to a bolt fired from a crossbow. Changing into a horrific howling, flaming skull. CA + Ranged vs Body + Dexterity (Evasion). Upon impact the ghostly flames enshroud the target causing moderate burns for the duration. The target may take a turn to put out the flames. Until the flames are snuffed out, the target’s maximum vision is three meters in any direction with the otherworldly flames preternaturally casting darkness around them. This effect only applies to the target.

Name: Pyromancer’s Embrace
Level: 4
Branch: Volatile
Range: 30 meters
Duration: Concentration up to 4 turns
Effect: Concentrating over the course of a turn upon a target in range that they can see, the mage calls forth flames from thin air, coating the target entirely in raging fire, causing moderate burns. The target must roll Body + Dexterity (Evasion) against CA+Ranged to dodge the sudden onslaught of fire. The flames will begin to grow stronger after 2 turns of not being put out, growing to produce third degree burns and disfiguration. The target must use a full turn in order to extinguish the flames.

Name: Aegis Maximus
Level: 4
Branch: Volatile, Stable
Range: Touch
Duration: 15 minutes
Effect: The caster wills a perfect barrier around their person; wavering blue and red energy courses around them. For the duration, they are immune to element-based attacks of L3 and lower. The ward is capable of resisting one L4 spell, but will fizzle out afterwards. The ward is equivalent to steel plate against projectiles, those that fail to hit are disintegrated by the ward. For an attack to be considered element-based, it must have any energy from thermal, light, force/wind, magnetism, or electricity. This ward does not protect against melee attacks, but it will protect against any element-based enhancement on the melee attack. In addition, they are immune to elemental extremes, such as high winds, mundane fire, lava, frigid cold, and the like for the duration.

Name: Foefire
Level: 3
Branch: Volatile, Stable
Range: 15 meters
Duration: Five rounds / Fifty seconds
Effect: The caster envelopes their Focus and the dominant appendage wielding the Focus in spectral blue-white flames; the fire does not harm them. Attacks made with the enshrouded weapon imparts patches of flames on the target, burning them on contact. Once struck, the caster can empower the flames with a free action on the following turn. This wholly envelopes an entire limb or half of their torso, whichever was struck, and can be spread further on a following turn. These flames cannot be moved to the head. The target(s) take steady and severe burns for each turn the spell remains active; armor plates are rent inwards, inflicting bruising and broken bones. The fire may only be put out if the target, or another, uses their action to wipe them off. Empowering the flames afflicts first degree burns to the caster's enshrouded limb each time.

Name: Weather the Storm
Level: 4
Branch: Volatile, Stable
Range: Touch
Duration: 20 Minutes
Effect: The caster conjures a shimmering blue ward of energy, one which grants a greater control over their movement along with additional boons. For any rolls involving Dexterity (Evasion), the ward allows for the recipient to roll with the caster's CA. (Ex.: CA + Dexterity (Evasion).) So long as the warded has their feet planted on a surface, they are immune to electricity and cannot be knocked down by wind or physical strikes involuntarily; however, they are not immune to the damage physical strikes bring. Their balance is improved, capable of remaining still in even the strongest of tempests.

Name: Unseen Hand
Level: 2
Branch: Stable
Range: 30 Meters
Duration: Concentration
Effect: The caster extends their hand and begins to manipulate the kinetic energy of an object within 30 meters that they can see. Using an advanced form of telekinesis, the caster may attempt to wrest control of any object or weapon in the possession of an individual by rolling their CA + Resilience (Malaise) against the target's Body + Athletics (Might). If the caster succeeds, the object or weapon is wrenched from the target's possession or hands, sent clattering to the ground somewhere within five meters of the target, at the caster's discretion. The caster may also choose to freely manipulate any tool or object in their own possession. The caster is unable to use these objects or weapons in any combative capacity, like using telekinesis on a sword and swinging it at a target, or even dropping it atop a target. This ability does not extend to manipulating people, animals, or anything physically larger or heavier than the caster.

Name: Strength of Will
Level: 1
Branch: Life
Range: Self
Duration: 5 Minutes
Effect: The caster harnesses their internal forma, strengthening the fibres of their musculature to unnatural levels. Any Body rolls involving the Unarmed (Grappling) stat are instead rolled with CA + Unarmed (Grappling) for the duration of the spell.

Name: Misericorde
Level: 4
Branch: Volatile, Stable
Range: 5 meters
Duration: Five rounds / Fifty Seconds
Effect: The caster requires one round, using their action, to conjure a crackling bolt of energy. They then direct their focus or hand at their intended target; the bolt of midnight blue energy attaches itself to their target, arresting them in a midnight blue glow, but the contact itself does not harm them. It tracks and follows the target, so long as they remain in range, unerringly. Every round, the caster may use their action to drain the energy out of their target. Doing so forces a rolled contest, with the mage rolling CA + Resilience (Malaise) and the target rolling Body + Resilience (Malaise). One failed contest by the target results in a concussive force blasting against their torso in all directions, resulting in severe blunt trauma. Two failed contests by the target results in another concussive blast and immediate hypothermia, making the former sustained wounds lethal. Three failed contests by the target results in broken bones and severe bruising, paired with another concussive blast. At any point during the duration, the caster may select a different target.

Name: Abyssal Lance
Level: 3
Branch: Occultism, Life
Range: 30 meters
Duration: Five turns
Effect: The caster summons three spectral crossbow bolts from dark markings appearing on their arms. The dark bolts flicker and move strangely, floating behind the caster. They will remain there until used, or until five turns have elapsed. Once per turn, a single bolt can be willed towards a target at the speed of a crossbow bolt, leaving a trail of teal embers in its wake as it flies. The caster must make a CA+Ranged roll against the target's Body + Dexterity (Evasion). Upon impact, the bolt will remain there for one minute before fading away. It acts as a crossbow bolt in all respects, as well as blackening the veins near the impact area and prompting the sensation of burning therein for two turns afterwards. Once the burning sensation fades, the target will also experience visions into another realm of a foreboding, horned figure (at the target's discretion for severity and specifics) haunting them for one OOC day.

Name: Manifest Construct
Level: 4
Branch: Stable
Range: 100 Meters
Duration: Concentration
Effect: Over the course of one turn, the caster amasses energy and begins to hone it into a desired shape or object. This can be anything from siege machines, weaponry, walls, and so forth. All weaponry functions at a normal quality. If any construct is used to restrain, to engage in melee, to fight at range, or crush, CA + Ranged (Arcane)/Unarmed (Grappling) skills may be respectively used in contest against a target with Body + Dexterity (Evasion)/Resilience (Malaise). If used on multiple targets at once, a Body + Dexterity (Evasion)/Resilience (Malaise) skill roll is made against the caster's AoE DC. Constructs must fit and exist within a 5x5x5 meter plane, up to any size and shape determined by the caster. Additionally, the construct is visible, taking on a fluorescence in any hue the caster desires. To change the construct's shape is one action.

Name: Arcane Superiority
Level: 4
Branch: Volatile, Stable
Range: 50 meters
Duration: 3 turns, then for 3 attacks
Effect: Over the course of three turns the caster summons a pitch black storm shimmering with red lightning from the ambient energies surrounding them. When fully charged, the lightning strikes the caster harmlessly. This stores three, large crackling bolts on the caster's body. As the third turn comes, the caster designates one target point within in range, unleashing a beam one meter in diameter in a burst of raw destructive energy towards it, impacting with a concussive burst. The caster rolls CA + Ranged, and a single target rolls a contested Body + Dexterity (Evasion). Failure results in lethal wounds from disintegration and intense shockwaves, bypassing armor. All non-organic matter is rendered to dust in the beam's path; items and equipment made from crafting are badly damaged. From the start of the spell, the caster is rendered immobile until they dismiss their charged shots or expend them all.

Name: Permeable Thoughts
Level: 1
Branch: Telepathy
Range: 10 meters
Duration: Instantaneous
Effect: Over the course of a turn the caster spreads their presence into the psyche of a target within range. At the start of their next turn they may choose to learn either the target’s greatest fear or strongest love. These can be in the forms of people, objects, etc. The information comes across as either a feeling, word, or a image, and is up to the target to convey OOC. The target may roll Mind + Awareness against the caster’s CA + Charisma (Guile) to resist this effect.

Name: Tripmine
Level: 3
Branch: Volatile
Range: 5 meters
Duration: 3 rounds, 5 minutes
Effect: The mage jabs the tip of their focus or their hand into the ground. Over the course of a turn they channel electrical energy into a one meter diameter well of power beneath the surface. For the next three turns the well will be primed to damage the first person to touch it. If stepped on, the target rolls Body + Dexterity (Evasion) against the caster's AOE DC. If the check fails, the explosion causes electrical damage to the lower half of the target’s body, causing severe electrical burns and web-like scarring along their legs. If hit, the target is only capable of moving at half their normal speed for the next five minutes. The well of electricity will fade out after three turns if there isn’t any contact.

Name: Unfettered
Level: 4
Branch: Life
Range: Self
Duration: 2 hours
Effect: The mage manipulates their body to grow a pair of wings on their back that can resemble any natural flying creature's (Birdlike, Batlike, etc.) or take on a more nature-based look (plantlife, branches, foliage, etc.). These wings allow the mage to fly at sprinting speed and allow them to still carry up to 150kg with any worn armor and weaponry counting towards this carry limit. While carrying any total weight over half of this limit, the mage's flight speed is halved. As a trade-off, the wings require at least the upper back of the mage to be left exposed in order for them to both form and move properly. Pain and harm can be inflicted on the wings as they count as actual limbs of the mage's body. At the end of the duration or when either wing is severed, both wings will rapidly wither until gone, with the mage's back left unharmed but itchy and sensitive for the next hour. This spell can be ended early.

Name: Psychic Peril
Level: 1
Branch: Telepathy
Range: Self
Duration: 24 hours
Effect: For the duration, whenever the Caster is forced out of casting a concentration spell they must roll their CA. If all dice fail, they roll a d3 and suffer one of the following consequences: intense migraine, loss of a sense or immediate loss of consciousness. When this happens, everyone within three meters of the caster must roll Mind + Resilience (Malaise) against the caster's AOE, any who fail suffer from mild headaches for 10 minutes.

Name: Ascension in Flames
Level: 4
Branch: Volatile
Range: Self
Duration: 1 hour
Effect: The mage ignites jets of fire on their back, allowing them to attain flight. The afterburn of these jets takes the shape of cosmetic wings of a shape determined by the caster. The jets of flame allow for flight as fast as typical running speed, though if carrying an additional person, flight speed is halved. As a reaction, these wings may be used to shield the caster as well as up to two people within one meter of the caster from projectiles, burning them up on contact. This will work on small to medium projectiles (arrows and bolts) but will not protect from larger projectiles such as boulders or ballista bolts. In order to successfully shield themselves, the caster must make a CA + Resilience (Malaise) against the attacker’s Body + Ranged.

Name: Storm Wreath
Level: 1
Branch: Volatile
Range: 10 Meters
Duration: 15 Minutes
Effect: The caster envelops their Focus with arcs of electricity that run the length of their chosen instrument. With each successful attack with the weapon the target is moderately shocked, causing first degree electrical burns and some numbness. The caster may elect to draw the energy from the blade and unleash it at a single target. Should the target fail the CA + Ranged versus Body + Dexterity (Evasion) they are struck by the bolt of electricity, inflicting moderate electrical burns.

Name: Balefire
Level: 3
Branch: Volatile
Range: 15 meters
Duration: Concentration, up to a minute
Effect: The mage unleashes a near liquid stream of flame jetting from either their palm or their focus. The flame is capable of melting through metals as it passes through them, causing flesh to sear with third-degree burns. The stream of flame will continue through any objects it can melt through until finally dissipating once it's maximum range threshold has been reached. Each 'wall' the beam hits takes a full turn to melt through. The target must roll Body + Dexterity (Evasion) against the caster's CA DC for every turn they remain within a meter of the beam. Once expelled the beam cannot be shifted from side to side. Should an armored person be hit by the beam any armor saves are made with one step of disadvantage afterwards until the armor is repaired.

Name: Earthen Sight
Level: 3
Branch: Occultism
Range: 15 meters
Duration: 3 hours
Effect: The mage traps an earth elemental within a small stone or rock and swallows it whole, allowing its user to actively sense vibrations across surfaces of rock and ground at the range of 15 meters with relative accuracy. This also extends across and over walls/cover, provided they are within range. In a 5 meter radius, the wearer can make out the particular details of an object or person and their movements at a greater accuracy, provided they are giving off vibrations in the ground in any manner. The rock harmlessly dissolves in the stomach upon the spell’s completion.

Name: Shockwave
Level: 3
Branch: Stable
Range: 15 meters
Duration: 1 minute
Effect: The caster draws in the ambient kinetic energy around them, focusing it into a blade of humming energy roughly 3 meters across that seems to ripple the air around it as it vibrates. The caster may choose to hold the blade nearby for the duration, launching it at their discretion. The caster rolls CA+Ranged vs the target's Body + Dexterity (Evasion). If the caster succeeds, the target suffers both intense lacerations on the point of impact and internal rupturing and damage to soft tissue. Armor rolls can be made to resist the lacerations when applicable, though it cannot prevent internal damage as the force of the kinetic blade passes through the target. Another blade cannot be summoned until the previous one has been used.

Name: Earthen Cast
Level: 3
Branch: Matter, Life
Range: Touch
Duration: 1 week
Effect: By holding a handful of inorganic material to a target, the mage may turn it into a cast around one of the target's limbs, torso, or head. The cast will stabilize the area which it covers, slowly healing and repairing broken bones, internal bleeding, and any other injuries, though it cannot replace missing organs. It takes a full week for the cast to take effect (with the material crumbling to dust after a week), and it can be broken or removed at any time, leaving the target partially healed. Though it does not instantly heal wounds, the cast will give full functionality of the limb to the target again. The healing process does not numb pain.

Name: Animate Object
Level: 1
Branch: Spiritualism
Range: Touch
Duration: 24 hours
Effect: The mage calls through the planar to pact with a spiritual being to inhabit a single inanimate object. The item inhabited will perform a designated task determined by the caster (IE: Bellows pump perpetually, broom sweeps the floor, piano plays itself). The object that is inhabited may not exceed 10 pounds. The amount of objects that can be affected by this spell at once is equal to their Echelon.

Name: Planar Blade
Level: 2
Branch: Stable, Occultism
Range: Self
Duration: 15 minutes
Effect: The caster embeds a physical ‘hilt’ (such as a wand or stick) into a solid surface, affixing a blade made of planar fragments from the point the weapon is drawn. The blade has the same properties as refined steel, and can be no larger than a longsword, with shape subject to the caster’s choice. Rolls made with the weapon use CA + Melee. It may be dismissed at any time before the duration ends, or recast to reset the timer. The hilt must remain in the caster’s hand to work, if the caster is disarmed or hands the sword to another, the spell ends, reducing it back to the mundane hilt-piece. No more than 1 sword per caster can exist at a time.

Name: Augment
Level: 1
Branch: Matter
Range: Touch
Duration: Permanent (Requires concentration while actively augmenting)
Effect: The caster holds their palm against a material's surface and affects one or more of the following onto it: changes it to be more or less brittle, manipulates its shape, or conjoins its edges onto another material. The caster can affect up to a 50 centimeter cube of any material that is as strong or less so than stone. Stone can only be manipulated enough to accept shallow carvings. Each effect takes a round to perform. Reinforced ceramic is strong enough to survive being dropped, but not thrown, whilst weakened wood could be broken with a moderate punch. This cannot be used on anything worn by another character.

Name: Abyssal Sight
Level: 2
Branch: Occultism, Life
Range: Touch
Duration: 2 hours
Effect: The caster targets themselves or another (by touch), willing inky markings and veins of teal glow to move towards the eyes, changing them to appear inky black with a ring of teal where the iris once was. This allows them to see in the dark on par with normal sight, though they are sensitive to active light sources and will continue to be for ten minutes after it ends. When the spell is active, anything demonic in nature appears partially shrouded in inky darkness.

Name: Gloamblight
Level: 1
Branch: Life
Range: 5 meters
Duration: Permanent
Effect: The caster imbues a collection of organic material suitable to cultivating fungi, lichen, or algae. The organism will grow and mature at an increased pace as compared to mundane growth. The organisms cultivated in this fashion are edible and cannot be harmful. This spell will not fully decompose a body, only enhance the growth of carrion-organisms. The number of these beds can equal the casters Echelon. Further beds will cause the rest to fizzle out.

Name: Mental Ward
Level: 2
Branch: Telepathy
Range: 5 Meters
Duration: One Hour
Effect: The mage makes mental contact with up to three targets. This can include themselves. The caster then creates a mental barrier to defend from external attack. This ward will only affect Level One and Two Spells. Those affected by the spell may use the caster's CA when resisting mental effects.

Name: Monstrous Barrier
Level: 2
Branch: Life
Range: Self
Duration: 30 minutes
Effect: The caster unravels the forma in one of their arms or legs and reforms it into a gruesome shield made from hardened flesh and bone. The protruding bones and flesh take on the relative strength of steel, additional threads of muscle sinew and bone reinforcing the limb to withstand most blows from mundane blunt/bladed weaponry and arrows. The appendage affected by this spell has the nerves numbed, meaning that blows against the limb feel a numbed sense of pain, but one that is very muted. If broken, the spell ends prematurely and the affected limb will be wounded, the additional sinew and bone crumbling to dust. The caster uses their CA in place of Body when using this weapon to perform a defensive action. After the spell ends, the limb returns to normal, but will ache and feel somewhat numb for one OOC day thereafter.

Name: Eavesdrop
Level: 1
Branch: Stable
Range: 20 meters
Duration: Concentration
Effect: The caster focuses on a point in their line of sight and funnels sound originating within a 4m radius, hearing it as clearly as if they were standing there. While active, anything heard by their ears directly is muddled as if their ears were covered and speech is detectable but incomprehensible. This does not protect against sound based damage, though they can also be harmed by loud noise originating in the spell's effective zone. Eyesight must be maintained while the spell is active.

Name: Edge Bloom
Level: 2
Branch: Life
Range: Touch
Duration: 1 hour
Effect: By sacrificing a piece of organic material, the mage grows a living weapon within one combat round. The weapon must be of a singular known blade or blunt weapon, with the blade having the durability of steel. Its appearance is akin to the material used originally, and any additional flavor of its appearance gives no mechanical advantage. When the spell ends, the weapon disperses.

Name: Heleg Ihim
Level: 1
Branch: Volatile
Range: 5 meters
Duration: 4 turns
Effect: The caster focuses on a location in front of them, chilling the ground in a 2x2 meter area for one turn. For the duration the area is coated in a thick layer of slick ice. Everyone but the caster may make a Mind + Awareness (Investigation) roll vs the caster's AoE DC to be aware of the patch. If anyone steps on the ice unaware they must roll Body + Dexterity (Evasion) vs the caster's AoE DC to see if they slip and fall. Failure results in them falling and requires them to use their full movement on their next turn to get up. Those who are aware may make a Body + Dexterity (Evasion) roll vs the caster's AoE DC to slide on it gracefully, treating the 2 meter area as 1 meter in terms of distance you can move in a turn.

Name: Auroral Holography
Level: 2
Branch: Volatile, Matter
Range: 20 meters
Duration: Concentration, up to one hour
Effect: The mage imbues their Forma with Vis, using it to weave an esoteric rune in the air. The mage gains the ability to control energized gasses and change their shape, color, and density within range. The images or shapes made by these gasses are not opaque and are not believable as illusions. Upon being touched, the energized particles feel warm and jittery but do not dissipate. The mage may consolidate the particles to create an orb of light that has the luminosity of a lantern.

Name: Equal Reaction
Level: 3
Branch: Stable
Range: 20 meters
Duration: Instantaneous
Effect: The caster courses magnetic vis through their body, and can choose an object with magnetic properties in range to repel or attract themselves to. The force of this action can result in the magnetic object being propelled away from the caster if it is light enough, with objects under 1kg being propelled as fast as an arrow. Alternatively, if the magnetic object is heavier than the caster - or blocked by an object heavier than the caster - the caster will instead be forced in the opposite direction of the object, granting up to 20 meters of movement as they are magnetically pushed. This can be used to either pull oneself up towards a magnetic object or push oneself away from the ground.

Name: Stasis
Level: 4
Branch: Life
Range: Touch
Duration: Two weeks while maintained
Effect: Through careful manipulation of the body's natural flow and Forma, the mage is able to shift aspects of one's own or another's physical form to something more akin to flora. Skin takes a greener hue, and leaflike structures form in the hair. While under the effects of Stasis, the body's aging slows to a crawl; they require only water to sustain them, and only 3 hours rest in the sunlight within a period of 24 hours. The natural recovery capabilities of the body can only heal while in the sunlight, but at a reduced (0.5x) rate. Failing to meet the sunlight requirement for a day results in the dismissal of the effect. Stasis can be dismissed by recasting, leaving the original target in a state of fatigue, hunger and thirst.

Name: Elemental Fury
Level: 4
Branch: Volatile
Range: 50 meters, with disadvantage at a range beyond 30 meters
Duration: 2 rounds
Effect: After conjuring a sufficient amount of volatile energy over two turns, the mage looses a projectile of ice, fire, or electricity from their hand or Focus. The caster must succeed on a CA + Ranged roll against the target's Body + Dexterity (Evasion). The projectile is about the same size and speed of a powerful javelin, with the impact area being about the size of a head. A fire bolt results in flames being loosed at a target, causing third degree burns to the impact point and lighting anything flammable. An electric bolt causes intense pain and severe electrical burns on impact and coursing through metal. An ice bolt causes severe frostbite and freezes the impact point, acting as a mundane javelin otherwise. Each bolt is accompanied with a surge of volatile energy that causes considerable lacerations.

Name: Ruinblade
Level: 4
Branch: Stable, Volatile
Range: Self
Duration: 30 minutes
Effect: After taking a turn to prepare, the caster is able to enwrap their chosen weapon with devastatingly potent energy; the aesthetic of this energy is dependent on the caster. The weapon is able to shear through unequipped materials such as metal, stone, or wood with mild resistance and is able to repel any of these burnt materials from itself in order to avoid corroding the weapon underneath. Wounds inflicted by this weapon incur second degree burns and intense electrical shocks. Sparks fly when equipped weapons and armor are struck and will not be damaged unless contact is kept longer than a round. Non-Masterworked weapons or armor can be shorn through with an opposed Body + Athletics (Might) check from both parties. Masterwork craft are not subjected to ruination but may be damaged if both parties agree.

Name: Sonic Revenance
Level: 1
Branch: Spiritualism
Range: 10 meters
Duration: Concentration
Effect: The mage conjures intangible spirits which bring with them the sounds of the dead. Whatever sound it may be is up to the caster’s discretion – music, war, or general chatter. The spirits are unable to interact with the world around them, engrossed in whatever sound-making they are doing. The sounds cannot be any louder than a mild yell and have an ethereal quality that discerns them from other sounds.

Name: Sanguine Touch
Level: 1
Branch: Life
Range: Touch
Duration: 30 seconds
Effect: The caster touches a willing target and siphons half a pint of blood from their system over the course of the duration. This blood can either be consumed directly by the caster to replenish their blood stores or placed within a vessel by putting their finger within. The target still suffers from blood loss, though does not suffer pain during the spell.

Name: Dredge
Level: 2
Branch: Matter
Range: Touch (Affects the space in front of the caster or what is beneath them)
Duration: Permanent
Effect: The caster threads their Forma into the ground or wall, excavating a portion of it from the greater mass. Excavation of earthen material is limited to the volume of a 2 meter cube and natural stone to half of that. Each 1 meter cube requires a round to excavate. Alternatively, the caster can draw out one of the aforementioned materials and cut stone to form a weak structure, such as a shelter, stairway, or bridge. Shelters fit one person comfortably, being 1 meter tall, and stairways or bridges can stretch up or outwards by 10 meters and are 1 meter wide. Structures revert after 8 hours.

Name: Judgement of Tact
Level: 2
Branch: Illusion, Telepathy
Range: 10 metres
Duration: Instantaneous
Effect: The caster conjures their target's inner-monologue in their mind whispering self-doubts and what-ifs, rolling CA + Charisma (Guile) vs the target's Mind + Resilience (Mental). If the target fails the check, they give up on their next action be it the swing of a sword or opening a door. The affected target has to change their course of action; i.e. if they were going to attack they would need to defend or evade, and cannot follow up with a similar yet marginally different action. This spell must be cast before the next turn of the target. If a target fails the check and is affected by the spell, they cannot be affected by it again for one minute.

Name: Spatial Scission
Level: 2
Branch: Occultism, Stable
Range: Touch
Duration: 30 minutes
Effect: The caster’s hand invokes an arcane rune against a solid, unmoving surface that activates upon the placement of the second rune. A tear in reality up to 10cm (~4in) wide rips open on each rune, linking the two like a window. Items that fit may pass through, exiting the opposite end unchanged. Magical effects, arcane or divine, cannot pass through it. Should the effect end with something submerged in the portal, it is forcibly ejected through whatever side held the most mass with no material harm. The spell dissipates if either rune is moved.

Name: Sylph's Shielding
Level: 1
Branch: Occultism
Range: Touch
Duration: Instantaneous
Effect: The mage conjures an air elemental, manipulating it to swell underneath a target they touch and slow their descent for up to 10 meters in height. This allows the target to land on the ground upright and unscathed. The mage cannot cast this spell while in freefall, and must cast it before they begin to plummet.

Name: Fluctus Inferno
Level: 3
Branch: Volatile
Range: 10 meters
Duration: Instantaneous
Effect: The caster lets loose a 1 meter tall, 2 meter wide wave of volatile fire that extends up to 10 meters. The wave travels at the speed of an arrow and destroys any small projectiles (such as arrows or bolts) within its path. Any creature or mortal caught within its path suffers extensive burns up to 3rd degree in nature, though may avoid it altogether with a Body + Dexterity (Evasion) against the caster's AOE roll or opt to lessen the burn degree to first degree burns with Body + Resilience (Malaise).

Name: Frostlight Offensive
Level: 4
Branch: Stable, Volatile
Range: 15 meters
Duration: 5 minutes
Effect: The mage conjures a soft blue orb of evisral energy, giving off imitation sunlight with the brightness of a bonfire while making the air around it colder. The orb will follow the mage around, and can be directed within 15 meters of the mage. The mage may activate the orb, ending the spell prematurely, with one round required to activate it. This activation causes the orb to intensify its output over one round, rapidly chilling the area and freezing beneath the ground up to 7 meters in both depth and width, preventing movement below. Those within the radius of the spell must roll Body + Dexterity (Evasion) vs the caster's AoE DC, or else they suffer moderate frostbite. If targets within the radius fail the check, they will roll Dexterity (Evasion) checks with 1 step of disadvantage next round.

Name: Quake
Level: 3
Branch: Matter
Range: 10 meter radius
Duration: Concentration up to 2 minutes
Effect: The mage focuses and begins to vibrate the threads of what they’re standing on. Any within the radius must make a Body + Dexterity (Evasion) check against the caster's AOE DC when attempting to move through the radius. If they fail, their movement speed is halved. If used on an unstable surface or building, the mage risks causing damage to any structures within range, enough to weaken and destroy fragile and brittle materials.

Name: Consolidate
Level: 2
Branch: Matter
Range: 10 blocks
Duration: Concentration
Effect: The caster fuses their arms with an earthen material over the course of a turn. During this time, they cannot move from their position without risking the spell failing. The caster may manipulate any dimensions of the same material within range measuring up to no more than six cubic meters to create walls, bridges, shelter, etc. The material must be contiguous. The mage is only able to manipulate 3 cubic meters of any stone or other hardened materials. This spell does not affect the strength of any materials.

Name: Contained Cauterization
Level: 3
Branch: Life, Volatile
Range: Touch
Duration: Instantaneous
Effect: The caster ignites their hand with fire that does not harm them. When touching a targeted lethal wound, internal or external, it cauterizes the skin beneath. It painfully seals the skin, repairing it quickly and prevents infections from forming within it. The wound is sensitive, leaving a white burn mark, and may open again if not properly left to heal.

Name: Convalesce
Level: 2
Branch: Matter
Range: Touch
Duration: N/A
Effect: Reconstructs a damaged object using an identical or substitute material, if needed. This may be used to repair an object or part of a structure no larger than a 1 meter cube, prosthesis, or a singular non-lethal wound on an Immortal Construct.

Name: Dark Wings
Level: 4
Branch: Occultism, Life
Range: Self
Duration: One hour
Effect: Dark wings form upon the back over the span of a turn, and can be dismissed at will or shifted into a sort of dark spectral cloak for aesthetics. These wings can take on any design providing they remain demonic in theme (leathery, smoke, etc). The wings can be physically harmed, but they phase through the garments of the wearer. This spell allows flight for up to an hour per cast, with speed on par with a full sprint. They can carry one person, though no attacks from either may be made in that time. Once the duration elapses, the wings dissipate.

Name: Eusocial Command
Level: 2
Branch: Life, Telepathy
Range: 20 meters
Duration: A day
Effect: Broad command over common non-hostile insects and small vermin whom can be ordered to complete mundane tasks or those naturally suited to them (firefly glow, honeymaking, etc.) Commanded animals are unsuitable for direct combat and are irritating at most. Effect may be used to calm, order, or disperse hostile insects as if they were roughly intelligent to a wild horse/dog via CA + Handling. Effect can be dispersed by any reasonable attack or ability made against caster's CA + Handling.

Name: Knock It Off
Level: 3
Branch: Occultism
Range: 30 meters
Duration: Instantaneous
Effect: The caster plunges an arm through a gap in reality, pushing out of nothingness near a target they can see. A successful CA + Unarmed (Grappling) check against the target’s Body + Dexterity (Evasion) leaves their arm paralyzed for two turns, requiring assistance to properly function. Should the caster fail, the target may make a counter-attack on the caster’s arm before they can retract it back. The caster may forego the attack and use this as a distanced shove with the same rolls.

Name: Arcane Satellite
Level: 2
Branch: Stable, Matter
Range: Touch, then 5 meters
Duration: 30 minutes or until dispelled
Effect: Over the course of a turn, the mage imbues their Forma with Vis, using it to weave a series of runes upon an object which convert gravity into a gentle vibrating hum. The object may weigh up to 25kg and can hover at any point in range even at running speed, the mage is able to push, pull and perform intricate movements.

Name: Veering Void
Level: 3
Branch: Occultism, Stable
Range: 5 meter radius
Duration: 5 minutes
Effect: The caster creates a small gravitational vacuum filled with small unblinking eyes and shadows, appearing as transient darkness. Projectiles that enter the ‘orbit’ of the item are redirected or slingshotted based on angle of approach, with slight directional influence from the caster. In order to exert influence over a projectile, the caster must succeed a CA + Resilience (Malaise) versus the projectiles Body + Ranged. Rolls may be dismissed if both parties agree. Defending more than once per round requires the caster to roll at disadvantage.

Name: Essence of Frost Jolt
Level: 2
Branch: Volatile
Range: 50 meters, with disadvantage at a range of 30+ meters
Duration: Instantaneous
Effect: The mage generates and fires a frozen lightning bolt projectile. The projectile is about the same size and speed of an arrow loosed from a shortbow, does not impart any force on impact unless stated otherwise, and affects roughly, a half foot by half foot area. The ice shell surrounds the bolt, and shatters on impact, leaving behind minor frostbite and electrical burns on impact.

Name: Eye of Flight
Level: 3
Branch: Stable, Telepathy, Illusion
Range: 200 meters
Duration: Concentration
Effect: The caster can project their mind as an illusion of a bird, no larger than a dove. It is capable of flight up to 200m away, and the caster may see and hear from its perspective. By channeling physical energies, the bird may carry objects up to 1kg. The caster is locked in concentration and cannot interact with anything whilst casting; if the illusion is attacked in any way, it immediately disperses and the caster is knocked out of concentration with a sharp mental pain, preventing action for a turn.

Name: Graft
Level: 2
Branch: Matter, Life
Range: Touch
Duration: Permanent
Effect: The caster presses mundane inorganic material over a severe flesh wound, blemish, burn, or frostbitten area. The material is then transformed, replacing that which is lost or damaged and assuming the function and durability of flesh. It aches and weighs on the body until it can fully assimilate after a day. A player may choose to keep the graft’s aesthetics but none of its other characteristics. The spell does not cleanse infection.

Name: Signet of Shadow
Level: 3
Branch: Stable, Volatile
Range: 20m
Duration: Five Turns, Concentration
Effect: Darkness envelopes a chosen location and space, no greater than 4x4 meter in total space, designated by the caster. Designated targets within the dark must make a Body + Dexterity (Evasion) save against the caster's AoE DC each turn they remain or enter the space to evade bone-chilling shadowy spikes; a failure inflicts rapid onset hypothermia.

Name: He Who Wanders
Level: 2
Branch: Telepathy, Occultism
Range: Caster's Plane
Duration: Permanent until dispelled
Effect: A dog-sized Empyreal Wyrm is tethered from the planar. Unlike any larger brethren, this Wyrm is still capable of opening rifts that allow travel between realms, swimming across planes. The rifts are only accessible to the Wyrm, no one else. The Wyrm is able to travel to a known location within the same realm to telepathically pass off a 25 word message to anyone within 10 meters, and accept as many words in return with each cast. Taking a turn, the caster may call the wyrm to themselves from any location. The Wyrm is unable to participate in combat situations in this docile state.

Name: Eclipse Point
Level: 2
Branch: Occultism, Stable
Range: 10 meters
Duration: 1 minute
Effect: A small rift takes form at a point within 10 meters of the caster. All light within a 5 meter radius of the rift is sapped, regardless of mundane or magical origin. The affected area becomes an opaque black, unable to be seen into or through; the lone source of visible light within is the rift itself. Those within or outside may make a Mind + Awareness check against caster AoE to discern location through other senses. After 1 minute, the rift collapses inwards and light returns to normalcy.

Name: Fae Warden
Level: 3
Branch: Life, Volatile
Range: 30 meters
Duration: Permanent
Effect: Over the course of 30 minutes the mage nurtures flora to grow upto a person-sized beast that emulates a pet. The Fae Warden has a composition similar to the creature it mimics with creative twists; appearing as an amalgamation of hide and flora with glowing volatile energy akin to candlelight and is warded against environmental extremes. The Warden will follow the caster around when idle and uses CA + Handling to perform minor actions. After each new casting of this spell, the Warden can be ridden for 24hrs, taking on an equine behavior. If it dies, it withers and leaves behind a bed of plants.

Name: The Black Book
Level: 4
Branch: Spiritualism, Occultism
Range: Caster and one willing target
Duration: Permanent until broken or null
Effect: An otherworldly tome summons to the caster's hands. They and one willing target come to an agreement of terms, writ on a page signed in blood. Both parties become tethered, prompted to follow the pact unless a Soul + Resilience (Malaise) check is made against the caster's AoE DC. Passing allows the subject to act freely, but inflicts a cursed brand on the palm; the sigil feels ever-burning and cannot be healed without returning in a day's time. Each day a Soul + Resilience (Malaise) roll against caster AoE DC determines how wracked the cursed is by pact conditions. Signing a new pact with the offended party will allow for the brand to heal. Should the contractor die, the pact is considered broken and the contracted is cursed.

Name: Betwixt the Blood
Level: 1
Branch: Life
Range: Self
Duration: 15 minutes
Effect: Growths of bark coat the skin of the caster, granting the equivalent of chainmail on armor saves up to three times for the duration. A failed armor save is not counted. The bark crumbles to ash when exposed to fire or when the duration concludes.

Name: Termite
Level: 2
Branch: Life, Telepathy
Range: 5 meters
Duration: Instantaneous
Effect: A 2x2 meter area infests with a swarm of xylophagous insects, eating through inanimate wood or plant matter, such as floorboards or doors, causing them to collapse and break down. The swarm is also capable of eating through unequipped non-MW items over the course of 3 rounds. Rolls made against the swarm are contested with the Caster's AoE.

Name: The Unbecoming
Level: 3
Branch: Illusion, Life, Occultism
Range: Self
Duration: Up to 8 hours
Effect: Demonic skin is summoned within a ritual circle, grafted to the caster at their behest. Chosen components are melded with demonic skin, concealed by an illusory mask. The illusion is subject to caster choice, but cannot be greater or lesser than their frame. The glamour may be dropped at any time with changes in appearance requiring a recast. This spell may be used to replace a single limb, but following the elapsed duration the caster will lose it and any other grafted flesh. A contest of Mind + Awareness (Investigation) vs CA + Resilience (Malaise) can be rolled to perceive the demonic skin for what it truly is.

Name: Between the Threads
Level: 4
Branch: Matter, Life
Range: Touch
Duration: Concentration
Effect: The Forma that makes up the caster's body and equipment is rendered non-physical as they weave their own threads through that of the world. In this state the caster's body blurs around the edges, and they can phase through inanimate solid matter but not creatures. While submerged, the caster gains a sense for the solid's dimensions and grounded entities or objects within 10 meters of themselves. They may still interact with the world tangibly, but are unable to breathe if within solid matter. If attempting to become physical again while within 5 meters from an open space, they will be forcibly ejected and bruised. Beyond 5 meters, the caster is crushed to death. By concentrating for a round, the caster may bring 1 additional person through with them, turning them intangible as well. It takes the caster 1 round to enter an object, but are free to leave it as part of their action.

Name: Mirror of Frostjolt
Level: 3
Branch: Volatile
Range: 3 meters
Duration: 5 rounds
Effect: The caster creates a wall of ice that stands at 2x2 meters and half a meter thick. The block of ice arcs with lightning, causing intense pain upon contact. The wall may block one hit but shatters upon doing so; siege weaponry breaks through unimpeded. Should the wall break within 10 meters of its attacker, the attacker is struck by Frostjolt, suffering from severe electrical burns(Akin to third degree burns).

Name: Psychic Blow
Level: 2
Branch: Telepathy
Range: 3 meters
Duration: 1 round
Effect: A psychic grapple is inflicted on a target within range, determined by the caster's Mind + Resilience (Mental) against the target's Mind + Resilience (Mental). The loser of the contest is dealt minor psychic feedback equivalent to a minor injury.

Name: Pyromancer's Conflagration
Level: 4
Branch: Volatile
Range: Self
Duration: 30 minutes
Effect: Using a turn to channel energy from their Cruxstone, the mage coats either their held weapon or hands in fire, superheating them. For the duration, they are able to cut through any unequipped materials with only mild resistance (up to 1 block per turn) and through flesh as normal, leaving the wounds cauterized with third degree burns surrounding them.

Name: Cat's Cradle
Level: 3
Branch: Matter, Life
Range: 15 meters
Duration: 1 Hour
Effect: The caster wreathes a complex web of forma betwixt their hands that expands to their surroundings, bypassing up to 1m thick obstructions. The web does not impede movement but is perceptible to those within upon a contested CA + Deception (Stealth) vs Mind + Awareness (Investigation). It acts as an extension of themselves, allowing them to navigate their environment and feel ambient vibrations. Shape and movement can be generally discerned from this. Within 5 meters the caster can sense a creature's vital signs and defining features.

Name: Tenetur Post Mortem
Level: 3
Branch: Spiritualism, Occultism
Range: Touch
Duration: One week per item
Effect: The caster spends an hour long ritual to ward an item (clothing, armour, jewelry, weaponry), binding it to the target's soul. If the warded item is on their person at a time of death, it will vanish and be with the target upon revival. The effect must be recast after revival; effected objects cannot exceed CA and must be clearly noted on the caster's profile. Artifacts of any origin cannot be stored. The caster may dispel the effect through contact.

Name: Blood of the Dryad
Level: 4
Branch: Life, Volatile
Range: Self
Duration: 1 hour
Effect: Over the course of a round, the caster coats their physical appearance to evoke the image of a nature spirit: arcane flesh and fibres coat over the caster’s frame, glowing akin to candlelight. Surrounding flora is forced to blossom and bloom. The caster's blood shifts to a dark-green ichor, which may be used to coat their hands or a weapon. Ichored strikes may yield third-degree burns and green-black veins of infection around the wound.

Name: Stellar Threads
Level: 3
Branch: Stable, Volatile, Matter
Range: 7 meters
Duration: 5 minutes
Effect: Pressing their digits together and quickly pulling them away, the mage ignites their living thread, coating it with burning plasma. The threads can be interchangeably woven into a plasmatic whip with a minimum range of .5 meters or net to catch and break melee attacks. Grapples made with the whip are resolved with CA + Ranged and defenses with the net with CA + Athletics (Might). Freeing oneself requires the target's action to cut the thread. Flesh in contact with the threads for 1 round will suffer third-degree burns, and weapons caught in the net for 2 consecutive rounds become superheated. Unless crafted of non-flammable material (ie; Eizholz, Drakodo) the wielder must relinquish their weapon or suffer a burn. Weaponry remains superheated for 1 round after leaving the net's contact.

Name: Stridulation
Level: 2
Branch: Occultism, Stable
Range: Self
Duration: 1 hour
Effect: Two talon-tipped arthropod legs of hard light are summoned onto the caster's back, an aberrant color that cannot be rationalized. Outside of combat the caster may use the legs to perform mundane tasks doable without hands. However, during combat, they may be used in lieu of their regular arms to perform unarmed attacks or climb with CA + Unarmed (Grappling), and are considered an instrument and focus. If ripped off, they crumble into nothingness.

Name: Gateway
Level: 4
Branch: Occultism, Life
Range: Realm wide
Duration: One week
Effect: A series of runes woven upon any sort of door or archway mark it as a prepared destination for a week, and demonic flora sprouts along the exterior. Over two turns, the caster weaves their magic into the gateway, connecting it to the others. They may bring along passengers as their CA allows, but each passenger adds one additional turn required to activate. The gate's appearance depends on the mood of the caster, though it continuously emits hellish heat. Those passing through may find smoke or spores drifting from them harmlessly. These gateways close upon stepping through and will require another cast to return.

Name: Red Right Hand
Level: 3
Branch: Stable, Volatile
Range: Self
Duration: 3 Turns
Effect: The caster's right hand and equipped melee weapon are imbued with crimson energies that harmless arc off nearby surfaces. Upon striking a target, the attack releases a concentrated burst of concussive kinetic energy comparable to the force of a massive war hammer. To resist the attack, the hit target must make Body + Resilience vs. the caster's CA + Melee/Unarmed(Striking) roll. If this fails, the target is thrown backward up to the Caster's CA in meters and is injured for a 1d2. The armor save for this attack is made against Physical Blunt. This spell can be cast on either an unarmed or a weapon strike. The spell concludes after a successful strike is made.

Name: Backup Plan
Level: 3
Branch: Occultism, Stable
Range: 150 meters
Duration: 12 hours
Effect: With an initial cast of the spell, the mage prepares a softly glowing rune 2 meters in diameter at a point of contact. The mage may then cast the spell again while within range, taking 2 turns to open a rift to the prepared destination within duration. They may designate passengers as their CA allows, each taking a separate turn to go through the rift. The rift lasts for 10 turns or until the mage and passengers have passed through.

Name: Hell's Kiss
Level: 2
Branch: Volatile, Stable
Range: 15 meters
Duration: 2 turns
Effect: Channeling for a turn, the mage draws energy from their cruxstone to summon a 1x1 twister of evisral red fire, which they launch on their second turn. It travels in a straight line along the ground, collecting loose debris as it goes, and will stop if intercepted. When it hits a target, the twister deals first-degree burns (minor injury) and gives the target disadvantage on their next awareness roll for 2 rounds. It hits on a successful CA + Ranged vs Body + Dexterity (Evasion) roll.

Name: Infernal Grasp
Level: 1
Branch: Occultism
Range: Self or up to 5 meters
Duration: Instantaneous
Effect: A Hellish Portal is wrenched open behind the target, and demonic hands pull and grasp at them, pulling them back 2 meters for as long as there is solid ground. This effect can be resisted upon a CA + Summoning vs Body + Athletics roll.

Name: Enders Translocation Stone
Level: 3
Branch: Occultism, Matter, Stable
Range: 30 meters
Duration: Instantaneous
Effect: The caster binds various energies over the course of a turn into a small gem, pearl, or stone inscribed with the proper arcane runes needed for arcane translocation. Doing so causes the stone to emit a faint dull glow to signify that it is ready to use. On the following turn, the user may throw the stone aided by kinetic energies to a desired location they can see, where the stone will shatter upon impact. The shattered pieces and the caster swap places in a flash of bright crimson light, the pieces crumbling to dust after a minute or two.

Name: Tressym
Level: 2
Branch: Spiritualism, Life
Range: Touch
Duration: Permanent
Effect: The mage blends a Shadow with a roughly cat-sized living beast and convinces it to help with minor, mundane tasks. Its shape can sprout wings to provide flight. It has the curiosity of a Shadow and the general demeanor of the bonded animal; it will not risk itself in combat but can carry a short 25-word message to people it knows by moving through shadows and can carry a return message. This process takes one IC hour for the entire journey (there and back). In order to send more than one message after casting, the mage must recast the spell. The Tressym cannot be tracked by any means (arcane or divine), preventing its use as a homing beacon. Only one Tressym can exist at a time. Can be used for spells that require the cooperation of a Shadow or generic Planar Entity.

Name: Rhythm of Life
Level: 4
Branch: Volatile, Life
Range: Touch
Duration: 5 minutes
Effect: The caster touches a target that has died within the last 5 minutes, forcing a volatile shock of warmth to restart the body’s natural rhythm of life. Any deadly wounds will stabilize and must be nurtured or succumbed to open more severely. Their bodies will be warm to the touch, vulnerable, and eyes a fiery red for the next week. The caster may cast it on a target that may die within the next 5 minutes, their body cold to the touch, their skin an unhealthy pallor, and eyes appearing an electrifying blue. Cannot return corpses to life who have had their organs removed/wholly destroyed due to their death.

Name: Graviturgic Descent
Level: 2
Branch: Stable, Matter
Range: Touch
Duration: 15 minutes
Effect: Throughout a turn, the mage imbues their Forma with Vis, using it to weave a string of runes for themselves and up to two other people in the air. The runes can be crushed in an open hand, collapsing the gravity around them and providing them with a slow-falling ability for the duration; during this time, they cannot use this hand to hold anything.

Name: Vita Scutum
Level: 2
Branch: Life
Range: Self
Duration: Instantaneous
Effect: With a free hand, a shield of flora sprawls from the caster to protect them as a reaction. The shield may block or deflect a melee strike aimed towards them using CA + Melee(Shields) or CA + Resilience (Malaise), as long as they are aware of the strike, crumbling away afterward.

Name: Phlegethon
Level: 4
Branch: Occultism, Stable
Range: 50 meters, line of sight
Duration: 5 minutes
Effect: Performing a ritual for 2 turns, a 3x3 meter portal opens in the ground before the caster, erupting with tendrils of eldritch light. Should a target enter within 3 meters of the portal, the light may lash out to drag a target through to the destination, a solid surface within 50 meters designated at the time of casting. Overcoming the caster's AoE DC with either Body + Athletics (Might) or Dexterity (Evasion) negates the grasp for a turn. A total of 2 targets (including the caster) may move through the portal before it closes.

Name: Voidling
Level: 4
Branch: Occultism, Life
Range: 10 meters
Duration: Permanent until recast or destroyed.
Effect: Over the course of 30 minutes, the caster creates a hybrid creature inspired by the natural world and hellscape alike, of their own design to do their bidding. Be it as small as a cat or as large as an arbori, they can be utilized in most everyday tasks. This includes becoming a mount, though winged variants cannot fly while carrying individuals. Commanding the Voidling in basic combat takes the caster's entire focus, giving them disadvantage on body checks. Any rolls the Voidling must make are made with CA + Handling (Summons).

Name: It Stares Back
Level: 1
Branch: Telepathy
Range: 10 meters
Duration: 5 turns
Effect: Placing their focus on a target they can see, the caster sends forth a startling image into their mind. The target witnesses horrific mindscapes of other realms, temporarily overwhelming their psyche should they fail a Mind + Resilience vs. CA + Resilience contest, causing their next Melee roll within the duration to be made with a -2 modifier. This modifier can't be stacked on the same target.
 
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HollowWorld

HollowWorld's Announcer
Lore Staff
Server Outreach
Staff

══════════════════════════════════

-= CUSTOMS =-

Name: Blood Cipher
Level: 1
Branch: Occultism
Range: Touch
Duration: 2 weeks
Effect: A pact with a deep planar entity is signed with an initial cast of the spell and the spilling of the caster's blood onto the surface of written words. The writing will fade away in a show of light, the bound taking the written words as their own for the pact's duration. An imprint of a bloody drop will be left behind, indicating that something was once written on the surface. When magical blood from a mage, blessed or contracted, is reintroduced to the surface, the writing will be brought back with a soft glow for an hour. A number of written works may be hidden in this manner up to the CA, and each cast may affect a journal's worth of information. The caster may also break the pact with another cast, letting the words be read normally again.

Name: Dead Walk
Level: 1
Branch: Life
Range: 10 meters
Duration: 3 turns
Effect: The caster launches their living thread towards a target they can see, connecting the two. The target must make a Body + Resilience (Malaise) vs CA + Ranged roll; on a failure, the muscles in their legs become frail and cramp painfully, reducing their movement speed for the duration by -2 meters.

Name: Sublimity
Level: 3
Branch: Matter, Life
Range: Touch
Duration: 1 Week
Effect: The caster immerses themselves or a target in an infusion of earth, water, or mist to preserve their flesh. Ritualistic bands form across the wrists and ankles, representing the element used. So long as these remain intact, the target no longer requires to eat, drink, or sleep, nor suffers mundane ailments. However, nor will their wounds naturally mend unless submersed in their element. They may optionally acquire minor traits thematic to this spell (dust-coated skin, subdued pulse, misted breath, etc.)

Name: Chaotic Judgement
Level: 3
Branch: Volatile, Stable
Range: 25 meters
Duration: 3 turns
Effect: Red lightning arcs toward a target with a successful CA + Ranged vs Body + Dexterity (Evasion). Once connected, the caster can continue to channel energy into the target's body for the next two turns while in range, even around minor obstacles. For each round the spell is active, the caster rolls CA + Resilience (Malaise) vs Body + Resilience (Malaise). Active for up to three turns, the amount of successful turns determines 1dx for damage, with x being the successful turns. The spell causes vicious scarring and burns, dependent on the damage rolled. If used more than once per day, the arm used in casting suffers a minor injury.

Name: Conjuror's Boon
Level: 2
Branch: Occultism, Spiritualism
Range: 15 meters
Duration: 20 minutes
Effect: The mage expends their Anima to restore or invigorate their own summon with 1 additional hit point, which may stack upon subsequent castings of this spell up to their CA and lasts for the duration. This effect manifests thematically to the summon, an Elemental aggregating ambient elements of their domain- a Demonic Summon transforming the offered Anima into Fiendish flesh, etc.

Name: Darkvision
Level: 1
Branch: Life
Range: Self
Duration: 30 Minutes
Effect: The caster alters their eyes to be cat-like, allowing them to see in darkness up to 30 meters. While their eyesight is improved, it requires little light to function properly. During the duration, the mage is blinded by bright lights. It can be ended prematurely.

Name: Frostlight Arrow
Level: 2
Branch: Volatile, Stable
Range: 20 meters
Duration: Instantaneous
Effect: An icy blue light releases from the caster's hand or focus as an arrow of force; the effect may alternatively be woven into an existing physical arrow. A CA + Ranged (Arcane) roll is made against the target's defensive check, with a success delivering minor damage and a -2 penalty to the target's next Dexterity roll within 2 rounds. This effect cannot be stacked.

Name: Peyk Szya
Level: 2
Branch: Occultism, Volatile
Range: 20 meters
Duration: Instantaneous
Effect: The mage wrenches open a portal in the palm of their hand that leads to the icy Depths. A shard of ice is lanced from their hand to pierce a target within range. This can be resisted by successfully passing a Body + Dexterity (Evasion) roll against the Casters CA + Ranged (Arcane).

Name: Vines of Fire
Level: 2
Branch: Volatile, Stable
Range: 10 blocks
Duration: Concentration, up to two turns
Effect: Motes of fire flare up from surrounding surfaces in vine-like coils, fastened by Kinetic energies. The target may avoid the spell with a successful Dexterity (Evasion) roll against the caster's CA Unarmed (Grappling); should they fail, the vines pin the target in place. While bound, the target's movement is encumbered to 2 meters each round, escaped via a successful Athletics (Might) vs. CA Unarmed (Grappling). A bound target suffers a single minor wound equivalent to a first degree burn.

Name: Devil's Instrument
Level: 3
Branch: Occultism, Stable
Range: 30 meters
Duration: 5 minutes
Effect: An instrument is enchanted with aberrant sound, allowing it to send melodies of the depths toward a target within line of sight. The sound, visible as rippling air, inflicts occult damage if the target fails a Soul + Resilience (Malaise) roll against CA + Ranged (Arcane).

Name: World Witness
Branch: Life, Spiritualism
Level: 3
Range: 15 meters
Duration: 3 Hours
Effect: The mage awakens traces of anima in a local environment, conversing with the smallest of ambient elementals and spirits. Ethereal thread visible only to themselves leads out from them as a guide, allowing them to navigate even if traditional senses are impaired. Concealed or hidden spaces in the area are revealed in general terms, and the mage may learn if the area houses any mortal souls or organic entities, and identify individuals familiar to them at a moment's notice. If the area is uninhabited, they learn the time since the most recent inhabitant or passerby, and their identity, if known to the mage, is revealed.

Name: Message in the Skies
Level: 2
Branch: Volatile, Stable
Range: 80m
Duration: 10 seconds
Effect: The mage scribes a phrase or picture from pure light, which is then sent skyward; at its zenith, it erupts in light and sound for those within range to see. The image hangs in the air for ten seconds, then steadily lowers and disperses before meeting the ground; the caster and those around them are showered in dissipating colour.

Name: Virya
Level: 4
Branch: Volatile, Life
Range: Touch
Duration: Permanent
Effect: The caster imbues energy to change the characteristics of a living plant or fungus over the course of an hour. This includes its biology (growth rate, function), size, shape, color, texture, taste, scent, resistance to diseases, poisons, digestibility, and acclimation to extreme temperatures. To create anew, the caster must envision a known natural seedling. Any components removed revert to normalcy, and it is left barren.

Name: Facsimile
Level: 4
Branch: Matter, Life
Range: 15 meters
Duration: Permanent until dispelled
Effect: A figure emerges from a solid medium over the course of 30 minutes, body strung from nearby plantlife or donated flesh, and modelled according to the caster’s will. If a biological element (blood, hair, etc) is used, it shapes to resemble the donor(s). The summon is otherwise mundane, with no additional movement options (i.e. flight, swimming). The facsimile is capable of performing idle tasks within the caster’s presence, and can be used as a mount. The caster may forgo their action to command the facsimile in combat, and suffers disadvantage to all body checks. Rolls are resolved with CA + Handling (Summons). The spell must be recast for an existing facsimile to enter combat.

Name: Ward of Misery
Level: 2
Branch: Volatile, Stable
Range: 15m, 5m radius
Duration: Concentration 30 minutes or 2 turns
Effect: Harnessing the thermal and kinetic energy of a targeted radius, the caster creates a vibrating area of extreme heat, ranging in temperatures of 120F (48c) to 140F (60C). The effects of the energies will be felt upon casting, causing all targets within the radius to make a Body + Resilience (Malaise) roll vs the caster's AOE at the start of each turn they remain within. Should they fail, all in the radius incur first degree burns [Minor Wound] as well as dizziness and disorientation, the vibrations causing a lack of balance and difficulty hearing while in the targeted radius. If the spell is not used in combat, the caster may place the spell preemptively, concentrating on the spell for up to 30 minutes or until the spell is triggered by an entity passing through the boundary of the radius. The caster is not immune to the effects of the spell, but they cannot trigger the spell by their own proximity.
 
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