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.