A former Elexian library, right by the side of Hyde Park. The Esoteric Archives contain a selection of magical scrolls for sale to whoever has the aptitude to learn and the coin to spend. The scrolls are spread out far more than absolutely necessary, separated by countless books both mundane and magical in nature. In addition to the purchase of spells, many people come here to read for pleasure or perform research
Available Tomes
Water Vol. 5 - Incl. Flow Like Water Training Technique and Advanced Uses in Dowsing Vol. 6 - Incl. Slaking Dust Recipe and Rite of the Drowned. Vol. 7 - Incl. Potent Potable Teawater Recipe and Hydraulic Verticality Augments Blueprint. Vol. 8 - Incl. Water Prisming Enchanting Guide and Treasures of the Deep: Herbology and Metallurgy. Vol. 9 - Incl. Arted Animal Tracking Guide and Nevermelt Ice Forging Technique Vol. 10 - Incl. Elixir Mixer Recipe and Hydrocompressive River Panner Blueprint.
Storm Vol. 5 - Incl. Aerodynamics and Advanced Marksmanship and Windwake Binding Enchanting. Vol. 6 - Incl. Sonic Instrument Blueprints and Philters and Phials. Vol. 7 - Incl. Skyfin Pet Transmogrant Elixir Recipe and Gasp Dust Recipe. Vol. 8 - Incl. Storm Prisming Enchanting Guide and Grounding Poison Recipe. Vol. 9 - Incl. Arted Animal Tracking Guide and Fleetsteel Alloy Forging Technique. Vol. 10 - Incl. Punch & Precision: Airs Role in Firearms and Rite of the Zephyr.
Available Spells.
Light
LEVEL 1 Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining. Tint - Alter the perceived coloration of a target or a section of a target. Glare - Cause a target to become extremely shiny and eye-catching. LEVEL 2 Blind - Scatter the light before a target's eyes, momentarily blinding them. Lens - Manipulate the light before your eyes, granting you telescopic vision. Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness. Tag - Create the false image of writing on a blank target or surface. LEVEL 3 Corona Grasp - Focus the light around your hands into a blazing, burning aura. Reflect - Create an intangible mirror facing you in the air before you. It can be angled at will to see behind you or around corners, but others can catch your reflection in it just as easily. Erase - Bend the light to hide any markings or irregularities on an object or surface. Window - Solidify the light before you, creating a rectangular pane of completely transparent material with the brittleness of glass and your approximate dimensions. Unfailing Lantern* - Cleric Only - Create a glowing ball of light with thrice the intensity of a candle. The light cast by this spell will allow you to see through false images, illusions, and veiling magics. LEVEL 4 Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it. Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'. Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you. LEVEL 5 Summon Light Aspect - Summon a swarm of butterflies with wings of stained glass. They scatter and reflect the light, simultaneously drawing attention and disorienting those that look at them. Corona Burst - Summon to your hand a ball of light, condensed into a blazing, burning sphere that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact. Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards.
Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight. LEVEL 6
A. Convex - Warp the light that reflects off you, causing you to appear to others to be further away or smaller than you actually are.
B. Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic.
C. Decoy Lantern - Create a glowing ball of light with five times the intensity of a candle. The light cast by this spell draws people towards it, demanding their attention and scrutiny.
D. Pane - Passive. The Window spell can now be targeted, forming it in front of others instead of yourself. LEVEL 7
A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. Use of other light spells will shatter this effect.
B. Corona Beam - Release a stream of condensed light from your hand, creating a beam of blazing, burning light. Its width is that of your fist and range is 70 yards.
C. Flare - Trigger a brief but powerful flare of light which blinds all that see it for two posts.
D. Skywalker - The light beneath your feet momentarily takes solid form, allowing you to step on it very briefly. LEVEL 8
A. False Image - Intricately manipulate the light in an area no greater than 8 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound.
B. Corona Saber - Summon to your hand a silver hilt which emits a sustained beam of condensed burning light, 30" long.
C. Constellation - Throw out around you dozens of tiny ping pong ball sized stars in a 50' radius around you. They illuminate the area and burn those that touch them.
D. Haven - Solidify the light around you into a dome of hard but relatively brittle glowing crystal. This dome can be shattered outwards into a volley of shards at the cost of an additional spell. LEVEL 9
A. Subliminate - With a subtle gesture towards a target, repeatedly generate a small false image before their eyes, too brief for all but the most mentally aware to notice consciously. It will implant this image in their mind, working akin to a purely visual but much subtler form of the mind spell Suggestion.
B. Supernova - Cause the light in a target area to rapidly condense to the point it goes critical and explodes outwards with burning energy and a concussive blast.
C. Pillar of Suns - Raise your hands to cause a massive pillar of ivory, 10' tall and etched with glowing white/gold runes, to rise from the ground behind you. The runes of this pillar burn with great intensity, hurting the eyes and sunburning exposed skin with increasing intensity the closer one is to it. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Lightspeed - Momentarily transform yourself into pure light and instantaneously travel to any point you can see within 100 feet. Can only be used once every 7 posts. LEVEL 10
A. Mirror Realm - While maintained the light in a 100 foot radius around you reflects at random, creating an intangible mirror maze only you can see through.
B. Orbital Strike - Magnify and condense the sun's light into a powerful searing beam that descends from the heavens, 6" in diameter, for several seconds. Use only once every 5 posts.
C. Helios - You develop an incredibly intense glow that prevents others from looking directly at you and dispels any darkness that comes near you.
D. Summon Light Avatar - Summon a towering genderless angelic figure, 8' tall with four wings and garbed in golden armor that matches its long golden hair. It wields a sword of blazing light and a golden shield embossed with a silver sun. Its skin glows from within like a lantern, and its eyes are tiny suns whose gaze can't be escaped.
Dark
LEVEL 1 Shade - Create a thin veil of shadows over your eyes, weakening any light that passes through them. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows. Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need. LEVEL 2 Shroud - Create a cloud of darkness around a target, 10' in diameter, that can't be pierced except by powerful magic light. Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning. Night's Hold - Bring your hands together and give the darkness there a sticky, tar-like substance. Bring them apart and the sticky darkness remains. Silhouette - You are able to read shadows, determining things about their caster (Use this and indicate the shadow, WM in charge will tell you what you can determine). LEVEL 3 Abyssal Grasp - Form an umbra of impenetrable shadow around your hands that is freezing, damagingly cold. Nightstalker - Animate your shadow. It becomes an intangible copy of yourself composed of utter blackness. Shadowcrawler - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a large domestic cat. Species this beast takes the form of is chosen upon learning. Bump in the Night - While maintained, any darkness you are in has just enough substance to act like a spider's web, alerting you to vibrations caused by movements through it within 15' of you. Shadowscry* - Initiate Only - While maintained you can peer into any pool of darkness and shadow to see through any other shadows or darkness you have passed through or touched this encounter. Use only twice per encounter. LEVEL 4 New-Moon Hooks - Summon to your hands a pair of hook swords, formed of tarnished iron and silver and crawling with shadows. These shadows will pass to any armor or weapons the swords hook or trap, biting at their wearer/wielder and causing pain. Midnight Champion - Your skin becomes ebon and runed with silver, with a mist of roiling shadows around you. You can leap as if you weighed a third of what you do. This shadowmist can flow over your weapons and armor, forming spikes and shards of solid blackness. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Encloak - By touch you can give a shadow or patch of darkness limited substance, so it will resist and slow anything that passes through it. This includes you. Depth - Grant darkness limited substance (slightly less substantial than water, more than air) to you and you alone, slowing you when wanted and allowing you to gain fleeting purchase on it. LEVEL 5 Summon Dark Aspect - Summon a dozen bats with wings of shadow. These bats can use shadows as portals and travel between them. Abyssal Blast - Summon to your hand a ball of shadow, condensed into a damagingly cold sphere of impenetrable darkness that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact. Shadow Guide - Your shadow reaches out and rips off a portion of the shadow of a living target within 10' of you. At any time you can release this portion of the shadow and it will seek out its owner. Shadow Net - Bring your hands together then shove them forwards and draw them apart, splaying your fingers. You weave a web of solid tarry darkness that flies forth and briefly ensnares a target before reverting to insubstantial shadows. LEVEL 6 A. Spook - A variation of the shade spell, it can be cast on others but is thicker and only at at the corners of the eyes, constantly shifting and making them think they detect movement around them when there is nothing. B. Abyssal Shield - Bring your hands together then hold them out before you as you draw them apart, splaying your fingers. You weave a web of solid, elastic darkness between your hands that will catch any physical projectile and slingshot it back at its source. C. Black Hole - Point with your index and middle finger at a location to generate a small, intense spot of darkness, 3" in diameter and 2 dimensional, in midair. This spot is a void, absorbing light and warmth from all around it and turning the surrounding area cold and dim. Creates a profound sense of gloom and misery. D. Shadow - Transform one of your arms, from the elbow on, into living shadow. For a moment you can shape it into the form of your choice, then it will become solid darkness. When you stop maintaining this spell your arm will revert to its normal composition and shape. LEVEL 7 A. Eclipse - With a snap of your finger, target light source increases the darkness of all in its range instead of illuminating it. B. Abyssal Torrent - Release a stream of condensed shadow from your hand, creating a torrent of freezing, damaging shadow. Its width is that of your fist and range is 70 yards. C. Void-Edge - Temporarily infuse a weapon your are holding with a void aura, absorbing light, heat and energy. The weapon loses any existing enchantments while this is in effect and its appearance becomes shadowy and indistinct, but it gains icy cold damage and, upon striking, can temporarily drain active magic from what it hits, depowering enchantments on it for the next 5 posts and dispelling summoned materials. Use only once per encounter per weapon. D. Shadowbeast - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a bear. Species this beast takes the form of is chosen upon learning. LEVEL 8 A. Shadow Clone - Encase yourself in a cloud of darkness which then separates into a pair of shadow copies of yourself, leaving you shrouded in a veil of darkness that makes you indistinguishable from the copies. These copies are dispelled if they sustain any real damage. B. Abyssal Stave - Summon to your hand a hilt of ebony that emits from both ends contained beams of intensely, damagingly cold darkness, each 15" long. C. Wormhole - Passive. By double casting Black Hole, you can link them, swelling them to a foot in diameter and causing anything that enters one to exit the other. D. Duskform - Fuse yourself with your shadow, granting yourself a second pair of living shadow arms with cold damaging hands and a second pair of silvery eyes in the back of your head. LEVEL 9 A. Dance of Shadows - Animate every shadow in a 100' radius around you with a malevolent, impish will. While intangible they will do everything they can to obscure, distract, anger and generally cause chaos for everyone and everything around them except you. B. Abyssal Wings - Grant yourself a pair of bat wings formed from darkness. These wings are razor edged and damagingly cold to others. C. Pillar of Oblivion - Raise your hands to cause a massive pillar of ebony, 10' tall and etched with glowing purple runes, to rise from the ground behind you. The closer one comes to the pillar, the colder and more miserable they are. Energy projectiles are also drawn towards the pillar with increasing strength the closer they come to it. Effect ends when the spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. D. Shadowform - Momentarily transform yourself into intangible shadow, allowing objects to pass through you. Can only be used once every 6 posts. LEVEL 10 A. Shadow Realm - Fill the area in a 100' radius around you with an impenetrable darkness. This darkness is arctic cold, causing pain to those that aren't adapted or dressed for it, reducing the strength of those that are caught within it by one level and driving away any feelings of hope. B. Eldritch Abomination - Call forth the darkness of the empty places beneath the earth, intensifying it, causing it to erupt from the ground in the form of six side-by-side tentacles of damagingly cold darkness that reach out and grab everything around them. C. Portal - Passive. When linking two Black Hole spells, you may have them swell to 6' in diameter instead of 1' as long as they are at least 10' from you and from each other. D. Summon Dark Avatar - Summon a dark purple skinned demonic entity, with bat wings of solid shadow and the head of a jackal. It wears blackened, cracked armor and wields a a pair of lashes encased in an aura of biting cold darkness.
Fire
LEVEL 1 Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials. Char - Release a small burst of red hot cinders from your hand. Warm - Slightly stoke the body heat of a target, making a cold person feel warm and a warm person feel discomfort. Thaw - By touch raise an object's temperature to room temperature instantly. LEVEL 2 Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water. Snuff - Disrupt an existing non-magical flame. Can extinguish smaller fires and slow the burning of larger ones. Firework - Launch from your fingertips into the air several small smoldering coals that explode in a beautiful display of pyrotechnics and a shower of sparks. Cure - By touch, heat up and dry out an organic but non-living object. LEVEL 3 Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal. Searing Grasp - Encloak your hands is an aura of searing flame. Smokescreen - Burn a 7' diameter cloud of clinging smoke and choking ash into the air at a location within your sight. Fire-Axe - Summon to your hand a throwing axe of solid flame. LEVEL 4 Boil - Instantaneously turn up to ten gallons of water into expanding steam. Blazing Meteor - Summon to your hands a flaming stone meteor hammer on a 10 foot iron chain. Upon impact the hammer releases a burst of red hot cinders and ash. Volcanic Champion - Your head and hands burst aflame, as do your weapons. Your footfalls leave the ground behind you super-heated and either fused or smoldering. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Firetrail - Enrobe your feet with liquid fire. Leaves a fire trail along the ground as you walk or run and through the air as you jump or kick. LEVEL 5 Swelter - Rapidly heat the air around a target by 20 degrees per post maintained. Cannot exceed a 60 degrees rise. This heat is dazing and tiring to most. Summon Fire Aspect - Summon a small wildcat with a ruff and tail of fire. Can transform any non-magical fire into a copy of itself. Unchained Heat - Channel your fire magics into any object that is looped, locked, tied or wrapped around you until they burn away, melt or break. Magical items will begin to mend as soon as you are free. Flame Wreath - By quickly spinning 360 degrees you release a ring of fire that spreads out from around you, dissipating after 15'. LEVEL 6 A. Flamethrow - Release from one of your hands or your mouth a jet of fire, reaching out a maximum of 5'. B. Hotfoot - By pointing, super-heat the ground beneath a target. C. Conflagrate - With a snap of your fingers, ignite a small area of the surface of a target flammable organic object. D. Flamewake - Raise both hands before you to raise up a wall of flames, 5' wide and tall as you are. By thrusting both hands forward you can cause this wall shoot forward along the ground at 35 mph. LEVEL 7 A. Jet - Release explosive bursts of flame from your feet, launching yourself in whatever direction you aim your feet. You may extend this effect to your hands as well for sustained, stable flight. B. Fumarole - Place your hand on the ground to release a powerful burst of fire magic into it. A geyser of boiling steam will erupt from a target patch of ground. C. Combust - Ignite the air around a target. Besides the brief burst of flame, the target has the air sucked from them, leaving them breathless and surrounded by smoke. D. Summon Phoenix - Summon an eagle-sized phoenix of living flame to do your bidding. LEVEL 8 A. Pyroclasm - Throw wide your arms, throw back your head, and cry out to release a massive fire blast the shape and size of your body that hits with the force of a full body tackle. B. Boiler - Super-heat the moisture in an area of air until it flashes to steam, knocking everything around it back. Cannot be used in that area again this encounter unless something replenishes the moisture in the air, such as fog or rain. C. Turbulence- Ignite the air before an attack, either deflecting or stopping it depending on the attack's strength. Must have time to predict the path, making it best used against charging, leaping or projectile attacks. D. Inner Flame - Passive. Your body gains an inner living fire which protects you from heat and fire and grants you an empower effect when exposed to fire not created by your magic. LEVEL 9 A. Enfuego - Passive. Your Firetrail spell can be made to engulf your entire body, leaving flames in your wake wherever you go and throwing off liquid fire with your every movement. B. Pyrosis - Draw the heat from a target, rapidly cooling and possibly freezing it. This heat becomes focused in your palm in the form of a fireball whose size is relative to the heat absorbed this way. C. Pillar of Pyres - Raise your hands to cause a massive pillar of obsidian, 10' tall, topped with flame and etched with glowing red runes, to rise from the ground behind you. This pillar creates random invisible spots of super-dry air that will explosively combust if anything passes through them. These spots appear more frequently the closer one gets to the pillar. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. D.Wildfire - Animate target fire not created by your magic into a creature of living flame, form chosen by you upon learning this spell. The size of the creature depends on the size of the fire. This creature is under your control and does not require maintaining, it will exist until the end of the encounter or until it is extinguished. Fires this creature starts cannot be used to create more creatures. LEVEL 10 A. Pyroclone - Passive. The fire blast created by your Pyroclasm spell remains after impact, gaining solidity and becoming a fiery clone of you that copies your movements. This clone is maintained like a summoning and wields fiery, powerless copies of your items. B. Infernal Realm - The ground within 100' of you upon casting gives off great heat, exhausting those exposed for it too long and causing the air to ripple and distort. C. Cascading Fire - With a snap of your fingers, ignite the air around your fingers in a chain of igniting air, forming a firetrail through the air to a spot you can see, where a large concussive ignition is triggered. Cannot be done in rain or misty air. D. Summon Fire Avatar - Summon a powerful efreet. A tall, muscular, red-skinned man dressed in leathers, with a beard, hair and skeletal wings of flame. Wields a a pair of flaming scimitars and can breath fire.
Water
LEVEL 1 Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it. Cannot undo potions, effect would be unpredictable. Dehydrate - Remove much of the water from non-living organic matter, often making it more flammable. Scour - Generate a thin film of very rapidly moving water over your hand. That film will scour and scrub anything your hand touches. Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard. LEVEL 2 Scent - Cause the moisture in the air around you to coalesce, enhancing any odors you encounter. Flow - Allows the user to control and shape up to a gallon of water. Control is limited to sight and guided by hand and arm movements. Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades. Rimeball - Draw water out of the air into the palm of your hand and freeze it into a ball there. You control the density of this ball, from a softball sized snowball to a baseball sized ice ball. LEVEL 3 Diffusion - Passive. By inhaling water, you can break it down inside your body, allowing you to breathe under water. Side-effect is the exhalation of hydrogen. Transmute - Transform up to two cups of water into another non-magical liquid for two posts. Type chosen upon learning, though not all are possible. Can only be done twice a day. Soak - Draw moisture from the air to soak a target in a coat of water. Staunch - Slow the bleeding of a wounded target. LEVEL 4 Freeze - Freeze any water you are currently controlling. Water must be within a yard of you at the time of freezing. Sandbar Trident - Summon to your hand a trident of golden coral and nevermelt ice tips, as tall as the caster. The tips of the trident can be launched, propelled by streams of water. Seabed Champion - Your skin becomes pale and blue-tinted, your hair becomes lank and wet, giving you the appearance of the drowned. You do not need oxygen and your flesh, flowing like water, quickly recovers from any slashing or cutting attack. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Gush - Stomp your foot to cause a spring of water to erupt from the ground in a spot of your choosing with the force of an average strength punch. Lasts for a few seconds, generating several gallons of water. LEVEL 5 Glacial Path - Generate ice beneath your feet as you walk. Can be used to bridge gaps, walk on water or leave a slippery path behind you. This ice path is slightly wider than you are. Summon Water Aspect - Summon a large azure-scaled turtle with a shell of nevermelt ice. It can pull into its shell and launch itself airborne on a jet of water. Fog - Fill the air in a 50' radius around you with a dense stifling fog that obscures view. Riptide - Release a wave of your will to repel liquids from before you, can stop water attacks, part waters or have a repel effect on living beings. LEVEL 6 A. Scald - Raise the temperature of water you are currently controlling to just below boiling. Water must be within a yard of you at the time of heating. B. Ice Wall - A variation of the Glacial Path spell, with a stomp of your foot you generate a patch of ice, slightly wider than you are, over the ground beneath your foot. This patch rapidly and steeply curves upwards before you, forming a 6" thick wall of ice before you. C. Rainfall - Call down water from the atmosphere in a 100' radius around you in the form of clean, refreshing rainfall that will absorb any pollutants from the air. D. Thermostat - Passive. You can control the temperature of the water of your Soak spell on casting, making it very cold or scalding hot. LEVEL 7 A. Flood - Passive. Double the amount of water you can control with a Flow spell. B. Icy Patch - A variation of the Glacial Path spell, with a stomp of your foot you generate a patch of ice, slightly wider than you are, over the ground beneath your foot. This path will quickly extend along the ground, up to 20 ft out, following a path of your choosing. At its end you may have it steeply curve upwards forming a ramp. C. Purify - Create a purified mist in a tight aura around yourself that will osmose any poisons or potions out of yourself or others you touch. D. Rehydrate - Passive. Soak has a greater effect on objects that have had moisture removed from them, like dried or burning wood, pottery, mortar, etc, over-saturating them and altering their consistency and properties. LEVEL 8 A. Acerbize - Lower the pH of any water you are currently controlling to make it more acidic. It now burns organic material and eats at inorganic. Water must be within a yard of you at the time of altering. B. Cold War - Cross your arms over your body to encase yourself in ice, which then shatters and leaves you wearing full body armor of nevermelt ice along with an ice melee weapon, styles and types chosen upon learning. Counts as a summon. C. Aerosol - Transform a liquid into a mist cloud, turning consumable fluids into inhalants and making flammable liquids more volatile. D. Lube - Alter the viscosity of water coating a target, making them and their items extremely slippery. LEVEL 9 A. Alchemize - Transform any water you are controlling water into another non-magical liquid for as long as you are in control of it. Type chosen upon learning but not all liquids are possible. B. Pillar of Winters - Raise your hands and cause a massive pillar of ice, 10' tall and etched with glowing blue runes, to rise from the ground behind you. This pillar calls down a deluge of hailstones that increase in size and intensity the closer one is to the pillar but avoid hitting you. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Delve - While maintained, you can move through mists and clouds as if they were water. D. Torrent - Passive. Your gush spell can create up to three such springs, the force of which are increased to strong, and which can be angled and aimed at the same or different targets. LEVEL 10 A. Summon Water Avatar - Summon a triton, with the pale-blue skinned torso of a man, the emerald scaled tail of a fish, and flowing white hair and beard like seafoam. It wields a golden trident and moves over the ground atop a swell of water that forms beneath him as he goes. Can send 6' tall waves of water along the ground. B. Arctic - Coat the ground and all rooted or grounded objects in a 100' radius around you in a sheath of extremely slippery ice. This ice can freeze to your feet to help you keep your footing. C. Shrouded Realm - Fill the area in a 100' radius around you with a heavy, impenetrable fog in which are suspended hidden pools of super-cooled water that will freeze on contact with those who enter it. D. Deluge - Call down a deluge of water from the sky, soaking everything in a 50' radius of you and flooding the ground with several inches of water.
Storm
LEVEL 1 Spark - Release a small arc of your bodily electricity from your fingertip. Its enough to startle and cause brief pain, as well at ignite highly flammable materials. Cleanse - Clear the air around your head, making it clean and clear of pollutants. Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing. Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight. LEVEL 2 Modulate - Manipulate the air coming out of your mouth to alter the sound of your voice. Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear. Deafen - Completely still the air around a target's ears preventing any sound from reaching them. Use will rarely go unnoticed. Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness. LEVEL 3 Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding. Carry - Magnify your voice, from very loud to deafening. Gust - With a thrust of your palm, channel the air into a gust of wind that will push back your target several feet or stop their forward momentum. Overcast - Cause dark clouds to move in and block out the sun in a 100 yard radius. LEVEL 4 Lightning Blast - Create a palm with your hand and vibrate the air in your palm to generate a ball of electricity the size of your fist. Can use air pressure to launch this ball from your hand. If double cast can use two hands together to form more powerful single blast. Mistral Fans - Summon to your hands two bladed fans of silver and blue silk. When swung hard enough, can release a gust effect with a sharp edge that can cut as well as a wooden blade. Thunderous Champion - Your skin and weapons crackle with electricity. Your hair is constantly blown upwards by a spiraling updraft that boosts your jumping ability. Your voice is loud and booming. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Blowback - Create a spiraling whirlwind around one of your hands that will drive the next thing you hit backwards with the force of a hurricane wind, spinning if it becomes airborne. LEVEL 5 Vacuum - Remove the air from a 4' diameter area for a moment. This will leave anyone caught in it breathless and extinguish any flames within. Summon Storm Aspect - Summon a swarm of glowing lightning bugs with electric bites. Updraft - Create an upwards wind that will slow your fall and, if you present enough surface area, allow you to drift or even glide. Temper - Call forth winds from another region, changing the climate in your area to match that region's, be it arctic cold or tropical heat, over time. LEVEL 6 A. Lull - Still the air around yourself or a target, ensuring they make no sound. B. Fleeting Whispers - Transform one of your arms and hands into living, whirling mass of wind in arm shape. This hand and arm can physically interact as normal, but can also be squeezed through any gap that is not airtight. C. Charged Form - Vibrate the air around you rapidly to generate a field of damaging electricity around your entire body. Electricity will channel into any metal touching you and arc to any metal or any person that gets within a foot of you. D. Whirlwind - Bring your arms close to your body and cause air to circle tightly around you faster and faster until it creates a protective tornado that will deflect anything that passes through it. LEVEL 7 A. Screech - Turn your voice into a weapon, repelling those before you back several feet while deafening them. B. Hurricane Strike - Generate a whirlwind around you that will carry you around up to two feet off the ground, spinning you in place at great speed in whatever position you are in while casting it. C. Lightning Bolt - Passive. While using the Overcast spell, you can call down from the sky a bolt of lightning each post. These bolts are powerful but hard to guide. D. Gale Force - With a thrust of both palms, channel the air into a powerful torrent of wind that will hit your target with the force of a charging bull. LEVEL 8 A. Stultify - Inundate a target with freezing arctic wind, deafening thunder and blighting lightning, overwhelming or dulling all their senses. B. Resistance - Magically part the air before you as you move, removing any resistance it would cause and enhancing your speed. This air wake also augments the force of your strikes as if you were wearing armor. C. Chain Lightning - Vibrate the air all around your body so rapidly it generates a large amount of electricity. By pointing at a target you channel this electricity through your body, augmenting it with your body's own, and release it in the form of a lightning bolt from your fingertips. This bolt will jump to a second target if you desire it. Additional targets require more focus and sacrifice of a spell that turn. D. Funnel - Generate a powerful suctioning vortex of wind before you. It will suck up particles, liquids and very light objects from behind you and hurl them before you at high speeds. LEVEL 9 A. Resonance - Amplify and modulate your voice to attune it to the resonance of an animate object or area, causing it to vibrate violently and possibly shatter or fail. B. Plllar of Stillness - Raise your hands and cause a massive pillar of worn stone, 10' tall, surrounded by spiraling winds, and etched with glowing azure runes, to rise from the ground behind you. The closer one gets to the pillar, the greater the air resists movement. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Ball Lightning - Summon to your hand an empty sphere of whirling winds the size of a softball. These winds generate an increasing electrical charge within the sphere. When thrown the sphere will dispel on impact releasing a large, powerful blast of electricity. D. Downburst - Call a vertical column of downwards wind upon a target, driving them down with great force. LEVEL 10 A. Metatron - Your words boom and echo across the land like the voice of a god. It is painfully loud and evokes fear, awe or panic in all that hear it. B. Tempestuous Realm - Create a massive storm of chaotic, whirling wind gusts and eddies, engulfing an area with a 100' radius around your place of casting. While in this radius, everyone can move though the air as if it were water. C. Cataclysm - Passive. While using the Overcast spell, you can call down a barrage of powerful lightning bolts that strike rapidly and at random. Be very careful when doing so. D. Summon Storm Avatar - Summon a ghostly knight, with a body formed of of howling, tightly whirling winds and clad in iron gauntlets, greaves, cuirass, pauldrons and great helm. It carries an electrified longsword and its body parts can move autonomously from the whole.
Mind
LEVEL 1 Charisma - A target you cast this on will find you more charming and impressive than normal. Fade - When cast on a target, it inhibits their ability to remember faces unless they actually focused on a face. Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion. LEVEL 2 Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter. Sleight - Create an illusionary object of your choice in your hand. Must be small enough to actually sit in the palm of your hand. Poke - Cause a target to hallucinate a firm but painless phantom touch. Jibe - The target will take offense at what they are hearing. LEVEL 3 Distraction - Compel a target to direct their focus onto you. Psy-Arm - Generate an illusionary weapon in your hand, no larger than 3' long. This weapon passes through objects without doing harm but triggers illusionary pain. Skepticism - The target will experience a surge of disbelief at what they are hearing. Self-Aware - Passive. You are instantly alerted to any attempts to alter your thought processes or emotions. Does not prevent the effect, just makes you aware of them to try and deal with the influence. LEVEL 4 Daze - Disrupt a target's mind, dazing and disorienting them. Psionic Chakrams - Summon to your hand a pair of steel throwing rings with an s-shaped crossbar of brass. When thrown you can mentally maintain their momentum and influence the angle of their ricochets. Willful Champion - Your body becomes encased in a semi-opaque silver psychic aura that prevents actual physical contact, protecting you from cutting and contact damage. You are able to momentarily extend the aura around any one part of your body by 8" to increase the reach of your blows. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Deny - Apply the psychic force of your mind against a moving object, slowing it to a degree dependent on its speed and mass. Confidence* - Cleric Only - Instills the target with a deep sense of trust and desire to confide in the caster as long as there is no existing hostility between the two. LEVEL 5 Mindlash - Lash out at a target's mind with a psychic attack, causing them to experience a crippling stab of pain. Summon Mind Aspect - Summon an owl with feathers of silver and eyes of gold. Its gaze, if met, is mesmeric. Impersonate - By holding a mental image of another person's face in your mind, you mentally project it into the minds of those around you, replacing your face in their perception with the chosen image. The rest of your appearance is unaffected. Feedback - Amplify anything that crosses a targets mind during their next post, be it an emotion or impulse, causing them to loose control of it. If the target would use a mind magic attack that post, it will backfire on them. Use only once every 5 posts. Condition* - Initiate Only - Causes the target to experience extreme pain when either lying or telling the truth, which can be chosen on casting. LEVEL 6 A. Suggestion - Focus your will on a person while speaking to them. The next suggestion you make to them seems as if it was their idea and they will have no memory of you saying it. They will not automatically act on that idea, and can dismiss it if it is completely outrageous or out of character. B. Aphase - Temporarily disrupt a target's ability to use or understand spoken language. Lasts three posts. Can only be used on a target once per encounter. C. Complete Awareness - Passive. Your mind more efficiently processes all your sensory input, granting you complete awareness of your surroundings. D. Telekinesis - Focus the full power of your mind on an object no greater than a foot in diameter to move it. Cannot be used to launch or throw objects with that great a force. Most adapted for fine or precise movement. LEVEL 7 A. Perception - A field of subtle magics encourages people not to notice your presence unless something draws their attention to you, or where you are. B. Announce - Cause a target's inner monologue to become spoken dialogue for the next three posts. Can only be used on a target once per encounter. C. Complete Restraint - Passive. You are immune to mind or emotion altering effects. D. Flight - Passive. Your telekinesis spell is magnified when used on yourself, allowing you to levitate and move yourself through the air using just the power of your mind. LEVEL 8 A. Delusion - Plant an idea into someone's head, giving them a powerful hallucination that effects all of their senses. You suggest its nature but do not completely control it. Only effects the target. B. Abolish - A target's focus is completely disrupted, forcing them to stop maintaining any spells they are maintaining. They cannot cast those spells again for X posts, where X is that spell's level. You cannot use Abolish again for the same number of posts. C. Complete Control - Passive. Your mind and body are in complete synchronisation. This control cannot be co-opted and you can suppress discomfort, pain, and illness. D. Force of Will - Passive. Your Telekinesis Spell can move two objects at once or one object twice the normal size. LEVEL 9 A. Suppression - Target completely forgets how to use the last spell or technique they used until the end of the encounter. Can only be done once per encounter per target. B. Annul - Choose one of the five senses. Target person's mind loses the ability to process that sense for the next six posts. Use only once per person per encounter. Can choose a different sense on each casting. C. Complete Focus - Passive. You gain an extra spell/maintaining per turn. D. Pillar of Unreality - Raise your hands to cause a massive pillar of silver, 10' tall and covered in glowing blue runes and eye-carvings, to rise from the ground behind you. This pillar creates an illusionary environment around it which, augmented by telekinetic force, has a greater physical reality the closer one gets to it. This environment is not under your precise control, and extends in a 100' radius. Effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location. LEVEL 10 A. Collusion - Gain access to target person's spell knowledge. Can be cast only once per encounter. Lasts three posts, but spells cast during this period can be maintained beyond it. B. Arrest - Completely shut down a target's ability to control their body, locking them in place. This ability can be overridden by the survival instinct if the effect would put the target in danger. Use only once per encounter and only for six posts. C. Summon Mind Avatar - Summon a djinn, a mythical entity from beyond the Scionics. Its torso is muscular and sky blue, below that it is intangible mist. Its hair and beard are white and held by silver bands that match the ones around its wrists. It has a mind of its own, but will use its vast mind magics to fulfill your wishes, though there may be backfires. D. Mastered Realm - Focus the full power of your mind on all objects no greater than a foot in diameter within 100' of you to move them. Cannot be used to launch or throw objects with that great a force. Most adapted for precise movement.
Body
LEVEL 1 Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving. Slash - Thicken and elongate your fingernails into talon-like claws. Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations. Itch - Target experiences strong, persistent and annoying itchiness. LEVEL 2 Feel - Boost your body's physical sensitivity, enhancing your sense of touch. Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish. Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity. Unhinge - Make yourself double-jointed. LEVEL 3 Harden - Thicken and toughen your skin into a leathery armor. Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state. Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time. Palm - Shapeshift the flesh of your hand to absorb an object you, and you alone, are holding into it, either hiding it or merging with it. This does not change the shape of the item, so its shape and size may inhibit your ability to hide or merge with it. LEVEL 4 Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining. Sicken - Disrupt a target's bodily processes, making them feel severely ill, with cramping, feverishness, and vomiting. Gladiator's Cestus - Summon around your hands a pair of leather gloves, plated and spiked with bone. Pain inflicted by these is felt twice as intensely. Arena Champion - You become a foot taller and more muscular. You gain a passive strengthen effect and can shape your arms into a variety of bone melee weapons. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Silence* - Initiate Only - Shape the flesh and skin on target person or creature's face to seal their mouth. Lasts 3 posts unless maintained. LEVEL 5 Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances. Forearms - Shapeshift yourself into growing another pair of arms as long as this is maintained. Summon Body Aspect - Summon a monkey with physical characteristics dependent on the race of the caster. Spells that would effect your body effect the body of the summoning as well. Reflex - Through striking a part of a person's body, you can magically slow that part's response to attempts to move it as long as this spell is maintained. LEVEL 6 A. Patch - By contact, a target's flesh and muscles shape themselves around a serious wound or break, forming an organic stitch or brace that will keep them from fighting until they can get the injury properly healed. B. Infect - By contact you can transfer any effects of sickness, poison, herbal mixtures or potions in your system into another target person. C. Perimeter - Exert your will within a 2' radius around you, repelling any flesh that would attempt to breach this perimeter. Can only be maintained over 6 posts per encounter. D. Osmose - Transform the magics composing a summoned creature you control into body magics, then absorb them into yourself. Your form alters in a way unique to the summoning for as long as this spell is maintained. LEVEL 7 A. Titan - Double a target's size for as long as this spell is maintained. Includes apparel and items because it just does. B. Dwarve - Halve the size of a target for as long as spell in maintained. Includes equipment. C. Impose - Cause a physical sensation of your choice anywhere on a target's body. D. Mimic - By contact, you can copy a person's muscle memory. This allows you to perform any physical skills they have for as long as you maintain this spell. LEVEL 8 A. Bounce - Target's flesh becomes extremely resilient and flexible, making them extremely bouncy and rubbery as well as resistant to blunt force damage. B. Hypersensitivity - With a wave of your hand, target's sense of touch becomes intensely and painfully magnified. The slightest touch, even a brush of their own clothing, will set off extreme pain. C. Puppeteer - Force a target humanoid's body to echo your own movements. This ability cannot override survival instinct and force them to do anything obviously lethal or possibly life threatening to themselves. D. Clone - By touch, you can transform your body into a copy of the person you touched. You gain any natural, unlearned and innate traits that body comes with. Does not change your clothing or items. Must be maintained and the change is instantaneous upon contact. LEVEL 9 A. Collective Might - Channel the physical strength of allies for one post, increasing your strength by one level for each level above average your allies have collectively. Their strength is lost while you borrow it. Use only twice per encounter. B. Pillar of Ages - Raise your hands and cause a massive pillar of bone, 10' tall and etched with glowing red runes, to rise from the ground behind you. The closer one is to the pillar, the older they become (the effect reversing the further away you get). People cannot be aged or de-aged into death or unlife. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Animate - Passive. Your Puppeteer spell can work on non-living humanoid bodies. D. Fission - Cause your body's mass to rapidly double and then split, creating an identical copy of yourself. This copy is clothed and armed with leather and bone copies of your own equipment. You and this copy share a mind and any use of spells or abilities by the copy count towards limits as your own. LEVEL 10 A. Perfection - While maintained, your body becomes your physical ideal, a form which comes with its own physical abilities. Chosen upon learning (requires WM approval). B. Dominant Realm - Everyone within 100' of you when you cast this spell becomes incredibly weary and physically weak, barely able to stand. Requires total focus to maintain, cannot attack while this is in effect. C. Summon Body Avatar - Summon a towering 12' tall cyclops of incredible musculature and menace, wielding a club of bone. Its eye's gaze triggers the body's flight response. D. Remake - Transform your flesh into a living version of any solid material your hand is touching.
Plant
LEVEL 1 Grow - Rapidly accelerate the growth of a plant by several months. Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers. Blossom - Cause a plant to rapidly blossom and bear an edible, tasty fruit. Fruit does not stay fresh for more than an hour. Raise Cultivorian - Summon from the earth a mouse-sized, spider-shaped plant creature with tendrils for legs, thorns for mandibles and a nut for a body. LEVEL 2 Prune - Cause a small to medium plant or part of a larger plant, to wither and recede. Trellis - With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface. Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons. Rooted Stance - Strong roots grip your feet to the ground beneath them, allowing you to remain surefooted on any terrain and preventing you from being pushed back. LEVEL 3 Sapling - Cause a slender and flexible sapling to erupt from the ground before you, as tall as you are. Can be plucked from the ground and used as a staff weapon. Vine Lash - Grow from your wrists a pair of six foot vines usable as whips. Camouflage - Grow from the earth an intertangled mass of leafy vines that can be pulled over yourself in wooded areas to hide. Vitalize - Animate a small plant (or small area of plant life) under your control, such as a shrub, small bush, single branch or vine. This animation allows slow movement along ground for rooted plants. LEVEL 4 Warp - With a quick hand gesture cause a single piece of wood you see to warp and twist, shattering any mundane woods lacking magical traits. Heartwood Hatchets - Summon to your hands a pair of ironwood hatchets. Grow will allow you to enlarge these to fire-axe or battleaxe size, even after being thrown. Nature's Champion - Your skin develops natural leaf-mail as hard as wood and you grow thorns of various lengths and curvatures (no greater than 6 inches) over your body, chosen upon learning. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Remedy - Grow a patch of moss over a wounded person or animal. This moss has medicinal properties and accelerates the healing of that wound. LEVEL 5 Rootgrasp - Cause thick 1' long grasping root tendrils to erupt from the ground and grab a target in attempt to immobilize it. Raise Plant Aspect - Summon a cat-sized spider with thorn mandibles and twig-legs. It can rapidly spin a sticky sap webbing. Ensconce - Run your hand over an object or surface to spread a sticky sap that will rapidly harden into amber plating as hard as stone. Pathshape - Living plants will bend and sway in the directions of your choice according to your will, only as far they naturally can without damaging themselves. LEVEL 6 A. Vine Snare - While casting Vine Lash, you are able to control the movements of the lashes at will, making them more akin to tentacles. B. Nurture - Accelerate the growth of a plant by years. Can be used to heal damaged plant life. Can also be used to repair damaged or disabled wooden items you own, but this takes more time and focus and is best used out of combat. C. Raise Forestguard - Summon from the earth a humanoid plant creature with hair of leaves and skin birch armor. Hardened amber clings to it like plate armor and arm is elongated and bent in the semblance of a hand holding a sword. D. Bridge - Plants and trees will automatically animate, move and bend themselves into empty spaces to form a solid surface for you to walk on, if they are available. LEVEL 7 A. Thornspray - Sprout three 5" thorns protruding out from your knuckles like claws. You can launch these thorns outwards with great force. Can be painful to use. B. Briar Cage - Cause ironwood branches lined with 6" thorns to erupt from the ground all around you, forming a protective dome around you. C. Raise Heartwood - Summon out of the earth a custom mobile plant creature, no larger than a bear. Must be mod approved. D. Xylokinesis - Exert your will over target wooden object no more than 3' in diameter and animate it in a form akin to telekinesis. LEVEL 8 A. Foliage - Release from your hands a cloud of razor-like leaves, flitting through the air around you in a 10' diameter, both obscuring you and warding off attackers. B. New-Wood - Cause a sapling to erupt from the ground which grows through its life-cycle at a highly accelerated pace. By your next post it will be a fully grown oak tree. It will live for three posts after that then die. Can only be used outdoors. C. Raise Thornrippers - Summon out of the earth a half dozen lupine-like plant creatures with musculature of vines, fringes of moss fur, and thorns for claws, fangs and and forming a ridge along its back. D. Vivify - Animate a large plant under your control, such as a hedge or tree. This animation allows for slow movement along the ground for rooted plants. LEVEL 9 A. Vine Scourge - Passive. Your Vine Snare vines are a foot longer and split into three vines after a foot. B. Pillar of The Primeval - Raise your hands and cause a massive pillar of wood, 10' tall and covered in branches and glowing green runes, to rise from the ground behind you. Causes a forest to spring forth out of the ground, extremely thick and wild immediately around the pillar and thinning out the farther one gets from the pillar. Plants' growth will shape as to not destroy buildings this radius intersects one or is cast inside of one. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Raise Oakenfist - Summon out of the earth a 12' tall treefolk with two massive branch arms and root feet. D. Scavenge - Plunge your hand into a tree as if it were water and remove from it a wooden object of you choice. Must be made of one continuous piece of wood with no other materials and sized so it could have fit within the dimensions of the tree, as if it were carved from within. Any item so large it would necessitate taking the tree's heartwood will kill the tree if it is still alive. LEVEL 10 A. Symbiotic Titan - Create a custom armor suit of animate plant-life with an appearance and defenses or weaponry of your own design, chosen upon learning (Must be WM approved). B. Verdant Realm - Cause an extremely dense, high, and thorn-filled hedge maze erupts out of the ground in a 100' radius around you. Plants growth will shape as to not destroy buildings this radius intersects with or is cast inside of one. C. Raise Plant Avatar - Summon from the earth a powerful plant creature in the form of an 8' tall antlered centaur, made of vines, bark, branches, leaves and thorns. It can rearrange its component parts to shapeshift itself into plant versions of mundane wild animals. D. Nature's Revolt - Animate all plants in a 100' radius of you with violent intent focused on a single target. This animation allows for movements along the ground.
Force
LEVEL 1 Hold - Use weak force magics to hold an object in place. Any moderate application of force, including gravity if the object is heavy, will be able to dislodge it. Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury. Contain - Generate in your hand a "jar" construct of solid force, 6" in diameter and 8" tall. Can close off the top when you wish. Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid. LEVEL 2 Enlighten - Halve the weight of an object you are in contact with. Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular and 3' in diameter, in the air inches from your palm. Acts as a suspended shield. It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon). Skein - Generate a paper-thin layer of force over your body. It is not strong enough to protect from slashes or blows but does prevent actual physical contact. Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape. LEVEL 3 Smash - Engulf your hands in a rippling aura of force magics, effectively giving them steel strength armoring. Repel - A variation on the Shield Spell. Raise your hand palm out to generate a barely visible construct of applied force, circular and 4' in diameter in the air inches from your palm. Then apply raw force to it, driving back anything before it. Maximum push-back range is 10'. Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges. Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement. LEVEL 4 Implacable Hammers - Summon to your hand a silver and iron war-hammer, the force of whose strikes can move harmlessly through one object and strike another object touching it. Mighty Champion - You become larger and more muscular, with rhino-like skin. Your natural strength level increases by one, your weight and leaping ability are both doubled, while not inhibiting your movements. You cannot cast, maintain other spells, or summonings for as long as you maintain this effect and for a post afterwards. Force Blast - Launch a softball sized teardrop shaped projectile of concentrated force from your fist or palm. It hits with the force of a very strong punch. Dullen - By contact generate a film of force over a sharp object, effectively making it blunt for as long as this spell is maintained. LEVEL 5 Disempower - Halve the force being applied by a target. Summon Force Aspect - Summon a silvery skinned pygmy elephant the size of a golden retriever. It is quite strong and capable of flight. Levitate - Manipulate gravity's hold on an object weighing 40 lbs. or less, allowing you to levitate it to any height so long as it remains within 6' of you. You can lift it and cause it to drift in a direction by moving your hand. Lock - Lock yourself in place with various forces, preventing you from moving or being moved, even by gravity, so long as this is maintained. Does not prevent damage. LEVEL 6 A. Resist - Increase the friction of a solid object or area, making it more abrasive and rough, or harder to move across other objects and areas. B. Channel - Channel the force of a blow landed on your body through your body and release it from the other side of you in the form of a projectile, traveling along the same path as the blow and carrying the same force. Can only be done three times per encounter. C. Force Field - Create a dome of force magics over yourself, its diameter is 3" greater than your height and iron hard. Lasts 3 posts. Can only be cast every 6 posts. D. Launch - Apply raw force to send a target flying upwards 6-10' high. Height depends on weight of target. LEVEL 7 A. Hover - Use a combination of gravity manipulation and downwards force to grant yourself the ability to fly. B. Force Slash - A variation on the Force Blast spell. Slash your hand in a chosen direction to launch a force blast whose shape has been altered into crescent shaped, razor edged projectile of pure force. It is 1' wide and hits like an iron sword slash from a very strong man. C. Repelling Field - A variation on the Force Field spell. Creates a dome of force magics over yourself, its diameter is 3" greater than your height and iron hard. At the end of the post you cast it, this dome rapidly expands outwards increasing its radius and diameter by 10', then dissipates. Anyone and anything near you is launched backwards at 30 mph. D. Hurl - Apply raw force to launch an object from your hand forward at 60 mph. LEVEL 8 A. Ease - Decrease the friction of a solid object or area, making it extremely slick, slippery, and hard to grip. B. Deflect - With a wave of your hand redirect the force and momentum of an inanimate object in another direction. Cannot be done to objects being driven in that direction by a sentient force (can redirect arrows and run away carts but not swords slashes at your face). Can only be done once every three posts. C. Safe - A variation of the Force Field spell, generates an iron hard protective sphere of force magic around target inanimate object, just big enough to contain it. It cannot be used on an object being held or stored away in the possession of another. D. Bound - Apply raw force to launch yourself at up to 30 mph in a direction of your choice. LEVEL 9 A. Adrift - Reduce gravity's hold on everything within 50' of you, including yourself. B. Pillar of Singularity - Raise your hands to cause a massive pillar of translucent force magics, 10' tall and covered with glowing white runes, to rise from the ground behind you. Non-grounded movements, such as projectiles, leaps and flight are redirected towards this pillar with increasing strength the closer in proximity to the pillar they are. The effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Rebounding Field - Create a domed cylinder of force magics close around you. This field reflects any force applied to it back at its source. Lasts 3 posts. Can only be cast every 9 posts. D. Relocate - Apply raw force to push a target back, forth, or to either side. Maximum speed depends on weight. Speed in MPH=2000/Weight in lbs. Cannot exceed 75 mph. LEVEL 10 A. Temporal Realm - Reduce the speed of everything within 100' of you by 3/4, including yourself. B. Summon Force Avatar - Summon a translucent being of living force in the shape of a towering shavir. It has no powers beyond its incredible strength, leaping power, and durability. C. Juggernaut - Generate a sphere of pure force, hard as steel, its diameter 6' greater than your height. Spells cannot pierce this sphere, in or out. Your movements within the sphere will move it. D. Squeeze - Apply driving force to a target from all directions, first battering and then squeezing them, leaving them immobile and in pain. These forces also protect the target from any outside attacks or contact.
Spirit
LEVEL 1 Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is. Mark - By contact you can mark a person's aura, which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time. Divine - Sense if any spirits are in the area and their general mood. Home - You can anchor a part of your spirit to a single location ever. By casting this spell you will reconnect with that bit of your spirit and sense what is going on in that location. LEVEL 2 Peer - You are able to see and decipher other people's auras, revealing their emotions. Incite - Cause a target to grow angrier and potentially violent. Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you. Touch - Using this while touching an object will give you a mental image of the person with the greatest connection to it. Clarity of this image is dependent on their personal connection to the item. Use once per encounter. LEVEL 3 Hado - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood. Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter. Succor - You can perceive the auras of those in distress, which shine so brightly they light up the area around them like a bonfire from a distance. Heartlight - Intensify the aura around one of your hands into a bright, visible radiance whose hue and contact effect are based on the emotion which is the strongest in you at all times. LEVEL 4 Imprint - Call forth the image of the most recent spirit to be created (meaning the most recent death) in the area. Soul Daggers - Summon a pair of daggers whose exact appearance reflects your inner spirit. The more damage dealt by these daggers the more intense fear and panic they trigger. Inner Champion - Take on a magical warrior form based off your inner spirit. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards. Seeker - Passive. Your Mark spell now draws any projectiles magics you use towards the marked. LEVEL 5 Pacify - Lull a target into a deep deep calm. Effect will be broken by acts of aggression against the target. Hado-Ken - Release from your hand a projectile forged from your life-force. Its appearance and properties vary from caster to caster. Malajanus - Alter a person's aura to inflict bad luck on them. Certain people are resistant to this effect (Can only be used on NPCs). Summon Spirit Aspect - Summon a large golden tabby-cat. The greater the hostility there is for you amongst others in the vicinity, the larger, wilder and fiercer the cat's form is. The greater the love and respect, the larger, happier and and cuddlier it is. Restore* - Cleric Only - Revert a body part or object to its natural state, undoing recent damage, injury or alteration. LEVEL 6 A. Fear - Instill deep terror and fear in a target. B. Manifest - Cause a non-hostile local spirit to manifest. It remains incorporeal. Can be questioned about recent events in the area. C. Feed - Syphon life-force from another living creature, killing non-magical small animals and disorienting anything larger. Your healing is accelerated akin to the spell Heal and your energy is revitalized. D. Ethereality - Phase your spirit partially into the spirit world, reducing the effects of physical contact made by or on you for as long as this is maintained. LEVEL 7 A. Soulcry - By contact with a person's aura, you can absorb flashes of their memories and past emotions. B. Phantasm - Cause a hostile local spirit to manifest. The degree and nature of its ability to interact with the physical world varies from spirit to spirit. You have no control over it. C. Bind - Bond your life-force to another's. Any damage that person deals to you is dealt back to them and vice-versa. D. Projection - You are able to separate your spirit from your body, allowing it to travel imperceptibly within a range of 200 yards of your body. Your body is left inanimate and defenseless while this is in effect. If your body becomes injured, this effect will end. LEVEL 8 A. Phobos - Absorb of portion of a person's aura into your own, giving you knowledge of their greatest fear and, if you wish, altering your aura so you appear to that person as an embodiment of that fear. B. Benefactor - Cause a spirit that is personally linked to you in some way to manifest, either to aid you or hinder your enemies. Who this spirit is and what kind of aid they give is decided upon the first casting of the spell. C. Summon Nemesis - Draw on the life-force a target, and forge it into a summoning that reflects the antithesis of their inner spirit. D. Advanced Projection - While using the Projection Spell your wandering spirit is able to cast any spirit spells you know that do not effect yourself. LEVEL 9 A. Pariah - Alter a target's aura, causing any that see them to feel intense feeling of hatred and aggression towards them. B. Pillar of Transience - Raise your hands to cause a massive pillar of amber to rise from the ground behind you, 10' tall and carved with imagery of you and glowing orange runes. The closer one is to the pillar, the thinner the veil between the physical world and the spirit world, reducing their interaction with the physical world and increasing the ability for the spirit world to interact with them. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Blessed Being - Channel all your focus and will into bolstering your life-force, making you immune to damage. Lasts no more than three posts. Any attempt at an act of aggression on your part during this effect will recoil back on the aggressor with crippling pain and spasming. D Complete Projection - While using the Projection Spell, you convert your physical form to pure spirit energy and instantly teleport it to your spirit's location. This process is disorienting and leaves you unable to accurately cast spells or wield weapons during the post you do it or the post after. LEVEL 10 A. Pathic Realm - Release waves of spirit magics that alters the auras of everyone in a 100' radius, inducing an emotion of your choice within them. Choose emotion upon learning. B. Summon Spirit Avatar - Summon a sphinx the size of an elephant, with your face, the wings of a golden eagle and body of a great lion. Its nature an abilities depend on the emotion that is strongest in its caster (in general, not at the moment, decided on learning and created by WM, can be changed rarely if you undergo a major personality change). C. Savior - Bind your life-force to another person's granting them all your abilities and spells as well as drastically boosting their healing rate. While this is maintained, you lose your spells and abilities and are left extremely weak and weary. Can only be used once per encounter and can only be maintained for 7 posts. D. Convergence - Bind together your spirit and the spirit realm around you, altering yourself and gaining traits based on the area this spell is used in.
Nes was doing his usual bit. Exploring. Looking around for some sort of clue. His life at this point had become an eternal quest to figure out... Well, what he is. Knowledge hadn't been particularly forthcoming so far. More than what he is, he'd been looking for how he became this way. What happened before his memory seemed to split into two. There'd not been a lot of answers for him so far.
And while the library was unlikely to actually give him answers, it would give him the hope of answers. The hope that, somewhere in there, there lies a scroll, a book, something that would explain how two people become one. And why he couldn't walk more than ten feet from the jeweled container strapped to his waist.
Nes started to look around. Mostly poking around, really. Hoping kismet would kick in and lead him to an answer. It would fail to do so, sadly, but it did lead him to a pair of likely looking scrolls. There was a draw from them. Not just to Nes, who finds the subject of magic fascinating without ever having tried it, but there also seemed to be a slight reaction from his bottle. A subtle thing, but it was lifting off its chain towards them. Defying gravity, just a little, towards the magic therein. That was enough of a sign for Nes.
He had intended to simply borrow them, as that is what he would expect from a library. But his encounter at the counter informed him otherwise; these were magical scrolls that would vanish upon being read and learned. He'd have to simply buy them. This being the first time that Nes had ever felt that he was closer to figuring out who and what he is, closer than he'd ever been before, he wasn't going to argue. So he pulled out some of the coinage he'd scrimped and worked for and handed it over. One hundred and twenty gold coins seemed a bit much, when simply two could get him a night in a lodge. Hopefully it would be worth it.
Off to a chair went he, to curl up (dwarfed in the armchair as he was) and read. At first it didn't seem to be much more than gobbledegook, endless nothing. Nothing he could identify, nothing he could latch onto. Thankfully the scroll intended to latch onto him instead. It may have been triggered by his bottle, or, more likely, the way the scroll worked in the first place. But the runes lifted off the page and began to slowly swirl in front of him. Glowing a soft amber. The bottle uncorked itself, issuing a soft blue mist. Nes had never seen that before.
The runes began to orbit around him as the mist did much the same. Runes starting at the top, mist from the bottom. It's a wonder none of the other patrons noticed, but he did pick a rather isolated corner. His eyes flicked around, trying not to panic. Until a serene calm flooded over him, a warmth emanating from the bottle and moving outwards.
The runes and mist met as his neck. His ears elongated at the tips, a slight stretching that was not entirely pleasant. Then came a sharp sting over his face, where he'd been ritualistically painting red face paint. Ritualistically, but not knowing why. His fingers lifted to his face to find a lack of paint. The paint had become a tattoo that, for a moment, glowed red.
The light show ended as quickly as it began. The mist was slowly sucked up by the bottle which then corked itself again. Nes' clubs emitted a soft amber light for just a moment, a moment that hooked itself to his consciousness and let him know something he didn't know before. Or something he forgot. The two scrolls began to fizz away, dissolving in the air as the knowledge of their contents sealed themselves in his mind. Two spells he had bought, and two spells that had not only written themselves on his psyche, but also his spirit. And brought a little of it forth that the original binding had not.
After a moment to get his head together and let a second or three of wooziness pass, Nes stood and swiftly left the library. Just in case anyone saw any of that.
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Epic World! Because seriously! It's the awesome!
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
**Lucian, feeling surprisingly good despite the bloodstained tatters he was wearing, came into the shop just long enough to purchase Arena Champion.**
Private Mod Note
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Sing lustily and with good courage.
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Theron handed over the necessary gold and pent some time reading over and assimilating the information in a shining morning star scroll. He left feeling a little better than he had previously.
'Alright Akane, Mistah J was trusting you to make these purchases for him, you best not let him down.' She said to herself with determination as she strides into the shop and buys Tip and Smokescreen for 160 gold. Then heads of for Epicrin.
Vi's last stop. Hopefully the fires gave her enough time to pull this off...
Vi walked out of the alley casually after her run. A little out of breath but not much, she is a runner after all.
She walked into the store and took a look around for any valuables that had easy access or who was in there.
Vi found a lot of books on the shelves of the repurposed library. Towards on end of the establishment there were racks upon racks of scrolls, fitted into slots according to their potency and alignment.
A couple of people were sat reading books or running their fingers along the shelves looking for particular volumes. As always, Dorian Ardoise, the grey haired man who appeared about twenty years old was sat behind the cash desk. His feet were propped on the counter and a wet cloth was draped over his face.
Vi wondered over to the scrolls and ran her fingers over some of them, seeing if there was any magical defenses. She also pulled out a level 3 dark scroll to see what happens
It was soft wood tube, that seemed a little larger than the scroll itself would have to be. It was marked with purple wax at its head, into which was carved the name of the spell and the degree of knowledge in the field required to properly understand it.
Taking a closer look revealed that all the scrolls for level 3-6 spells were kept in tubes like these, with varied types of wood. Level 1 and 2 scrolls were simply bound with a ribbons, and the higher level scrolls were secured in tubes made from metal.
Vi put back the level 3 spell and grabbed a random level 6 and quickly and discretely slit it into her void. Thats all she dared to do with the void at this moment...
She grabbed 2 more level 6, putting one in her underarm and examined the second while slowly walking along the wall getting closer to the door. But not too far away from the scroll wall.... That would arise suspension.
As she tried to slide the level six scroll into her void space she heard a loud cracking noise and the scroll fell to floor instead of disappearing into the void.
She took out her dark arted dagger and stabbed into her own shadow. She attempted to stab at the shopkeeper to distract him enough to leave. quickly after attempting this she went at the wall again.
The stabbing effect of the dagger could not reach the out of sight shopkeeper. After dropping the scrolls, Viridiana shot for the door and was able to run through it and out into the street unheeded.
She continued on her original escape route. Cutting into two alleys and then up the rope she placed ahead of time. She cast swathe and climbed the dark rope just so no one will see where she went. Pulling the rope up with her she reached the top of the random building... After waiting a good amount of time she descended and made her way back to badgers...
Jasper dumped almost all of his gold into learning how to breathe underwater. He was bound to end up trapped in a sewer with hundreds of tons of water around him again at some point, right?
Errol entered the esoteric archives, casting about curiously. Many of his brother warriors denounced the gifts in this place as crutches, but something seemed to call out to Errol. Surely a little subterfuge would not dull his abilities? A little deception wouldn't quiet his senses?
Errol placed down a pile of coin and left with a couple of curiosities.
Available Tomes
Water
Vol. 5 - Incl. Flow Like Water Training Technique and Advanced Uses in Dowsing
Vol. 6 - Incl. Slaking Dust Recipe and Rite of the Drowned.
Vol. 7 - Incl. Potent Potable Teawater Recipe and Hydraulic Verticality Augments Blueprint.
Vol. 8 - Incl. Water Prisming Enchanting Guide and Treasures of the Deep: Herbology and Metallurgy.
Vol. 9 - Incl. Arted Animal Tracking Guide and Nevermelt Ice Forging Technique
Vol. 10 - Incl. Elixir Mixer Recipe and Hydrocompressive River Panner Blueprint.
Storm
Vol. 5 - Incl. Aerodynamics and Advanced Marksmanship and Windwake Binding Enchanting.
Vol. 6 - Incl. Sonic Instrument Blueprints and Philters and Phials.
Vol. 7 - Incl. Skyfin Pet Transmogrant Elixir Recipe and Gasp Dust Recipe.
Vol. 8 - Incl. Storm Prisming Enchanting Guide and Grounding Poison Recipe.
Vol. 9 - Incl. Arted Animal Tracking Guide and Fleetsteel Alloy Forging Technique.
Vol. 10 - Incl. Punch & Precision: Airs Role in Firearms and Rite of the Zephyr.
Available Spells.
Light
LEVEL 1
Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle
Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining.
Tint - Alter the perceived coloration of a target or a section of a target.
Glare - Cause a target to become extremely shiny and eye-catching.
LEVEL 2
Blind - Scatter the light before a target's eyes, momentarily blinding them.
Lens - Manipulate the light before your eyes, granting you telescopic vision.
Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness.
Tag - Create the false image of writing on a blank target or surface.
LEVEL 3
Corona Grasp - Focus the light around your hands into a blazing, burning aura.
Reflect - Create an intangible mirror facing you in the air before you. It can be angled at will to see behind you or around corners, but others can catch your reflection in it just as easily.
Erase - Bend the light to hide any markings or irregularities on an object or surface.
Window - Solidify the light before you, creating a rectangular pane of completely transparent material with the brittleness of glass and your approximate dimensions.
Unfailing Lantern* - Cleric Only - Create a glowing ball of light with thrice the intensity of a candle. The light cast by this spell will allow you to see through false images, illusions, and veiling magics.
LEVEL 4
Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it.
Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'.
Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you.
LEVEL 5
Summon Light Aspect - Summon a swarm of butterflies with wings of stained glass. They scatter and reflect the light, simultaneously drawing attention and disorienting those that look at them.
Corona Burst - Summon to your hand a ball of light, condensed into a blazing, burning sphere that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact.
Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards.
Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight.
LEVEL 6
A. Convex - Warp the light that reflects off you, causing you to appear to others to be further away or smaller than you actually are.
B. Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic.
C. Decoy Lantern - Create a glowing ball of light with five times the intensity of a candle. The light cast by this spell draws people towards it, demanding their attention and scrutiny.
D. Pane - Passive. The Window spell can now be targeted, forming it in front of others instead of yourself.
LEVEL 7
A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. Use of other light spells will shatter this effect.
B. Corona Beam - Release a stream of condensed light from your hand, creating a beam of blazing, burning light. Its width is that of your fist and range is 70 yards.
C. Flare - Trigger a brief but powerful flare of light which blinds all that see it for two posts.
D. Skywalker - The light beneath your feet momentarily takes solid form, allowing you to step on it very briefly.
LEVEL 8
A. False Image - Intricately manipulate the light in an area no greater than 8 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound.
B. Corona Saber - Summon to your hand a silver hilt which emits a sustained beam of condensed burning light, 30" long.
C. Constellation - Throw out around you dozens of tiny ping pong ball sized stars in a 50' radius around you. They illuminate the area and burn those that touch them.
D. Haven - Solidify the light around you into a dome of hard but relatively brittle glowing crystal. This dome can be shattered outwards into a volley of shards at the cost of an additional spell.
LEVEL 9
A. Subliminate - With a subtle gesture towards a target, repeatedly generate a small false image before their eyes, too brief for all but the most mentally aware to notice consciously. It will implant this image in their mind, working akin to a purely visual but much subtler form of the mind spell Suggestion.
B. Supernova - Cause the light in a target area to rapidly condense to the point it goes critical and explodes outwards with burning energy and a concussive blast.
C. Pillar of Suns - Raise your hands to cause a massive pillar of ivory, 10' tall and etched with glowing white/gold runes, to rise from the ground behind you. The runes of this pillar burn with great intensity, hurting the eyes and sunburning exposed skin with increasing intensity the closer one is to it. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Lightspeed - Momentarily transform yourself into pure light and instantaneously travel to any point you can see within 100 feet. Can only be used once every 7 posts.
LEVEL 10
A. Mirror Realm - While maintained the light in a 100 foot radius around you reflects at random, creating an intangible mirror maze only you can see through.
B. Orbital Strike - Magnify and condense the sun's light into a powerful searing beam that descends from the heavens, 6" in diameter, for several seconds. Use only once every 5 posts.
C. Helios - You develop an incredibly intense glow that prevents others from looking directly at you and dispels any darkness that comes near you.
D. Summon Light Avatar - Summon a towering genderless angelic figure, 8' tall with four wings and garbed in golden armor that matches its long golden hair. It wields a sword of blazing light and a golden shield embossed with a silver sun. Its skin glows from within like a lantern, and its eyes are tiny suns whose gaze can't be escaped.
Dark
Shade - Create a thin veil of shadows over your eyes, weakening any light that passes through them.
Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features
Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need.
LEVEL 2
Shroud - Create a cloud of darkness around a target, 10' in diameter, that can't be pierced except by powerful magic light.
Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning.
Night's Hold - Bring your hands together and give the darkness there a sticky, tar-like substance. Bring them apart and the sticky darkness remains.
Silhouette - You are able to read shadows, determining things about their caster (Use this and indicate the shadow, WM in charge will tell you what you can determine).
LEVEL 3
Abyssal Grasp - Form an umbra of impenetrable shadow around your hands that is freezing, damagingly cold.
Nightstalker - Animate your shadow. It becomes an intangible copy of yourself composed of utter blackness.
Shadowcrawler - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a large domestic cat. Species this beast takes the form of is chosen upon learning.
Bump in the Night - While maintained, any darkness you are in has just enough substance to act like a spider's web, alerting you to vibrations caused by movements through it within 15' of you.
Shadowscry* - Initiate Only - While maintained you can peer into any pool of darkness and shadow to see through any other shadows or darkness you have passed through or touched this encounter. Use only twice per encounter.
LEVEL 4
New-Moon Hooks - Summon to your hands a pair of hook swords, formed of tarnished iron and silver and crawling with shadows. These shadows will pass to any armor or weapons the swords hook or trap, biting at their wearer/wielder and causing pain.
Midnight Champion - Your skin becomes ebon and runed with silver, with a mist of roiling shadows around you. You can leap as if you weighed a third of what you do. This shadowmist can flow over your weapons and armor, forming spikes and shards of solid blackness. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Encloak - By touch you can give a shadow or patch of darkness limited substance, so it will resist and slow anything that passes through it. This includes you.
Depth - Grant darkness limited substance (slightly less substantial than water, more than air) to you and you alone, slowing you when wanted and allowing you to gain fleeting purchase on it.
LEVEL 5
Summon Dark Aspect - Summon a dozen bats with wings of shadow. These bats can use shadows as portals and travel between them.
Abyssal Blast - Summon to your hand a ball of shadow, condensed into a damagingly cold sphere of impenetrable darkness that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact.
Shadow Guide - Your shadow reaches out and rips off a portion of the shadow of a living target within 10' of you. At any time you can release this portion of the shadow and it will seek out its owner.
Shadow Net - Bring your hands together then shove them forwards and draw them apart, splaying your fingers. You weave a web of solid tarry darkness that flies forth and briefly ensnares a target before reverting to insubstantial shadows.
LEVEL 6
A. Spook - A variation of the shade spell, it can be cast on others but is thicker and only at at the corners of the eyes, constantly shifting and making them think they detect movement around them when there is nothing.
B. Abyssal Shield - Bring your hands together then hold them out before you as you draw them apart, splaying your fingers. You weave a web of solid, elastic darkness between your hands that will catch any physical projectile and slingshot it back at its source.
C. Black Hole - Point with your index and middle finger at a location to generate a small, intense spot of darkness, 3" in diameter and 2 dimensional, in midair. This spot is a void, absorbing light and warmth from all around it and turning the surrounding area cold and dim. Creates a profound sense of gloom and misery.
D. Shadow - Transform one of your arms, from the elbow on, into living shadow. For a moment you can shape it into the form of your choice, then it will become solid darkness. When you stop maintaining this spell your arm will revert to its normal composition and shape.
LEVEL 7
A. Eclipse - With a snap of your finger, target light source increases the darkness of all in its range instead of illuminating it.
B. Abyssal Torrent - Release a stream of condensed shadow from your hand, creating a torrent of freezing, damaging shadow. Its width is that of your fist and range is 70 yards.
C. Void-Edge - Temporarily infuse a weapon your are holding with a void aura, absorbing light, heat and energy. The weapon loses any existing enchantments while this is in effect and its appearance becomes shadowy and indistinct, but it gains icy cold damage and, upon striking, can temporarily drain active magic from what it hits, depowering enchantments on it for the next 5 posts and dispelling summoned materials. Use only once per encounter per weapon.
D. Shadowbeast - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a bear. Species this beast takes the form of is chosen upon learning.
LEVEL 8
A. Shadow Clone - Encase yourself in a cloud of darkness which then separates into a pair of shadow copies of yourself, leaving you shrouded in a veil of darkness that makes you indistinguishable from the copies. These copies are dispelled if they sustain any real damage.
B. Abyssal Stave - Summon to your hand a hilt of ebony that emits from both ends contained beams of intensely, damagingly cold darkness, each 15" long.
C. Wormhole - Passive. By double casting Black Hole, you can link them, swelling them to a foot in diameter and causing anything that enters one to exit the other.
D. Duskform - Fuse yourself with your shadow, granting yourself a second pair of living shadow arms with cold damaging hands and a second pair of silvery eyes in the back of your head.
LEVEL 9
A. Dance of Shadows - Animate every shadow in a 100' radius around you with a malevolent, impish will. While intangible they will do everything they can to obscure, distract, anger and generally cause chaos for everyone and everything around them except you.
B. Abyssal Wings - Grant yourself a pair of bat wings formed from darkness. These wings are razor edged and damagingly cold to others.
C. Pillar of Oblivion - Raise your hands to cause a massive pillar of ebony, 10' tall and etched with glowing purple runes, to rise from the ground behind you. The closer one comes to the pillar, the colder and more miserable they are. Energy projectiles are also drawn towards the pillar with increasing strength the closer they come to it. Effect ends when the spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Shadowform - Momentarily transform yourself into intangible shadow, allowing objects to pass through you. Can only be used once every 6 posts.
LEVEL 10
A. Shadow Realm - Fill the area in a 100' radius around you with an impenetrable darkness. This darkness is arctic cold, causing pain to those that aren't adapted or dressed for it, reducing the strength of those that are caught within it by one level and driving away any feelings of hope.
B. Eldritch Abomination - Call forth the darkness of the empty places beneath the earth, intensifying it, causing it to erupt from the ground in the form of six side-by-side tentacles of damagingly cold darkness that reach out and grab everything around them.
C. Portal - Passive. When linking two Black Hole spells, you may have them swell to 6' in diameter instead of 1' as long as they are at least 10' from you and from each other.
D. Summon Dark Avatar - Summon a dark purple skinned demonic entity, with bat wings of solid shadow and the head of a jackal. It wears blackened, cracked armor and wields a a pair of lashes encased in an aura of biting cold darkness.
Fire
Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials.
Char - Release a small burst of red hot cinders from your hand.
Warm - Slightly stoke the body heat of a target, making a cold person feel warm and a warm person feel discomfort.
Thaw - By touch raise an object's temperature to room temperature instantly.
LEVEL 2
Fireball - Summon into your hand a semi-solid ball of flame that does not burn you and can be thrown. On impact it hits with the consistency of water.
Snuff - Disrupt an existing non-magical flame. Can extinguish smaller fires and slow the burning of larger ones.
Firework - Launch from your fingertips into the air several small smoldering coals that explode in a beautiful display of pyrotechnics and a shower of sparks.
Cure - By touch, heat up and dry out an organic but non-living object.
LEVEL 3
Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal.
Searing Grasp - Encloak your hands is an aura of searing flame.
Smokescreen - Burn a 7' diameter cloud of clinging smoke and choking ash into the air at a location within your sight.
Fire-Axe - Summon to your hand a throwing axe of solid flame.
LEVEL 4
Boil - Instantaneously turn up to ten gallons of water into expanding steam.
Blazing Meteor - Summon to your hands a flaming stone meteor hammer on a 10 foot iron chain. Upon impact the hammer releases a burst of red hot cinders and ash.
Volcanic Champion - Your head and hands burst aflame, as do your weapons. Your footfalls leave the ground behind you super-heated and either fused or smoldering. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Firetrail - Enrobe your feet with liquid fire. Leaves a fire trail along the ground as you walk or run and through the air as you jump or kick.
LEVEL 5
Swelter - Rapidly heat the air around a target by 20 degrees per post maintained. Cannot exceed a 60 degrees rise. This heat is dazing and tiring to most.
Summon Fire Aspect - Summon a small wildcat with a ruff and tail of fire. Can transform any non-magical fire into a copy of itself.
Unchained Heat - Channel your fire magics into any object that is looped, locked, tied or wrapped around you until they burn away, melt or break. Magical items will begin to mend as soon as you are free.
Flame Wreath - By quickly spinning 360 degrees you release a ring of fire that spreads out from around you, dissipating after 15'.
LEVEL 6
A. Flamethrow - Release from one of your hands or your mouth a jet of fire, reaching out a maximum of 5'.
B. Hotfoot - By pointing, super-heat the ground beneath a target.
C. Conflagrate - With a snap of your fingers, ignite a small area of the surface of a target flammable organic object.
D. Flamewake - Raise both hands before you to raise up a wall of flames, 5' wide and tall as you are. By thrusting both hands forward you can cause this wall shoot forward along the ground at 35 mph.
LEVEL 7
A. Jet - Release explosive bursts of flame from your feet, launching yourself in whatever direction you aim your feet. You may extend this effect to your hands as well for sustained, stable flight.
B. Fumarole - Place your hand on the ground to release a powerful burst of fire magic into it. A geyser of boiling steam will erupt from a target patch of ground.
C. Combust - Ignite the air around a target. Besides the brief burst of flame, the target has the air sucked from them, leaving them breathless and surrounded by smoke.
D. Summon Phoenix - Summon an eagle-sized phoenix of living flame to do your bidding.
LEVEL 8
A. Pyroclasm - Throw wide your arms, throw back your head, and cry out to release a massive fire blast the shape and size of your body that hits with the force of a full body tackle.
B. Boiler - Super-heat the moisture in an area of air until it flashes to steam, knocking everything around it back. Cannot be used in that area again this encounter unless something replenishes the moisture in the air, such as fog or rain.
C. Turbulence- Ignite the air before an attack, either deflecting or stopping it depending on the attack's strength. Must have time to predict the path, making it best used against charging, leaping or projectile attacks.
D. Inner Flame - Passive. Your body gains an inner living fire which protects you from heat and fire and grants you an empower effect when exposed to fire not created by your magic.
LEVEL 9
A. Enfuego - Passive. Your Firetrail spell can be made to engulf your entire body, leaving flames in your wake wherever you go and throwing off liquid fire with your every movement.
B. Pyrosis - Draw the heat from a target, rapidly cooling and possibly freezing it. This heat becomes focused in your palm in the form of a fireball whose size is relative to the heat absorbed this way.
C. Pillar of Pyres - Raise your hands to cause a massive pillar of obsidian, 10' tall, topped with flame and etched with glowing red runes, to rise from the ground behind you. This pillar creates random invisible spots of super-dry air that will explosively combust if anything passes through them. These spots appear more frequently the closer one gets to the pillar. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Wildfire - Animate target fire not created by your magic into a creature of living flame, form chosen by you upon learning this spell. The size of the creature depends on the size of the fire. This creature is under your control and does not require maintaining, it will exist until the end of the encounter or until it is extinguished. Fires this creature starts cannot be used to create more creatures.
LEVEL 10
A. Pyroclone - Passive. The fire blast created by your Pyroclasm spell remains after impact, gaining solidity and becoming a fiery clone of you that copies your movements. This clone is maintained like a summoning and wields fiery, powerless copies of your items.
B. Infernal Realm - The ground within 100' of you upon casting gives off great heat, exhausting those exposed for it too long and causing the air to ripple and distort.
C. Cascading Fire - With a snap of your fingers, ignite the air around your fingers in a chain of igniting air, forming a firetrail through the air to a spot you can see, where a large concussive ignition is triggered. Cannot be done in rain or misty air.
D. Summon Fire Avatar - Summon a powerful efreet. A tall, muscular, red-skinned man dressed in leathers, with a beard, hair and skeletal wings of flame. Wields a a pair of flaming scimitars and can breath fire.
Water
Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it. Cannot undo potions, effect would be unpredictable.
Dehydrate - Remove much of the water from non-living organic matter, often making it more flammable.
Scour - Generate a thin film of very rapidly moving water over your hand. That film will scour and scrub anything your hand touches.
Chill - Rapidly freeze a liquid inside your mouth, turning it into an ice shard.
LEVEL 2
Scent - Cause the moisture in the air around you to coalesce, enhancing any odors you encounter.
Flow - Allows the user to control and shape up to a gallon of water. Control is limited to sight and guided by hand and arm movements.
Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades.
Rimeball - Draw water out of the air into the palm of your hand and freeze it into a ball there. You control the density of this ball, from a softball sized snowball to a baseball sized ice ball.
LEVEL 3
Diffusion - Passive. By inhaling water, you can break it down inside your body, allowing you to breathe under water. Side-effect is the exhalation of hydrogen.
Transmute - Transform up to two cups of water into another non-magical liquid for two posts. Type chosen upon learning, though not all are possible. Can only be done twice a day.
Soak - Draw moisture from the air to soak a target in a coat of water.
Staunch - Slow the bleeding of a wounded target.
LEVEL 4
Freeze - Freeze any water you are currently controlling. Water must be within a yard of you at the time of freezing.
Sandbar Trident - Summon to your hand a trident of golden coral and nevermelt ice tips, as tall as the caster. The tips of the trident can be launched, propelled by streams of water.
Seabed Champion - Your skin becomes pale and blue-tinted, your hair becomes lank and wet, giving you the appearance of the drowned. You do not need oxygen and your flesh, flowing like water, quickly recovers from any slashing or cutting attack. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Gush - Stomp your foot to cause a spring of water to erupt from the ground in a spot of your choosing with the force of an average strength punch. Lasts for a few seconds, generating several gallons of water.
LEVEL 5
Glacial Path - Generate ice beneath your feet as you walk. Can be used to bridge gaps, walk on water or leave a slippery path behind you. This ice path is slightly wider than you are.
Summon Water Aspect - Summon a large azure-scaled turtle with a shell of nevermelt ice. It can pull into its shell and launch itself airborne on a jet of water.
Fog - Fill the air in a 50' radius around you with a dense stifling fog that obscures view.
Riptide - Release a wave of your will to repel liquids from before you, can stop water attacks, part waters or have a repel effect on living beings.
LEVEL 6
A. Scald - Raise the temperature of water you are currently controlling to just below boiling. Water must be within a yard of you at the time of heating.
B. Ice Wall - A variation of the Glacial Path spell, with a stomp of your foot you generate a patch of ice, slightly wider than you are, over the ground beneath your foot. This patch rapidly and steeply curves upwards before you, forming a 6" thick wall of ice before you.
C. Rainfall - Call down water from the atmosphere in a 100' radius around you in the form of clean, refreshing rainfall that will absorb any pollutants from the air.
D. Thermostat - Passive. You can control the temperature of the water of your Soak spell on casting, making it very cold or scalding hot.
LEVEL 7
A. Flood - Passive. Double the amount of water you can control with a Flow spell.
B. Icy Patch - A variation of the Glacial Path spell, with a stomp of your foot you generate a patch of ice, slightly wider than you are, over the ground beneath your foot. This path will quickly extend along the ground, up to 20 ft out, following a path of your choosing. At its end you may have it steeply curve upwards forming a ramp.
C. Purify - Create a purified mist in a tight aura around yourself that will osmose any poisons or potions out of yourself or others you touch.
D. Rehydrate - Passive. Soak has a greater effect on objects that have had moisture removed from them, like dried or burning wood, pottery, mortar, etc, over-saturating them and altering their consistency and properties.
LEVEL 8
A. Acerbize - Lower the pH of any water you are currently controlling to make it more acidic. It now burns organic material and eats at inorganic. Water must be within a yard of you at the time of altering.
B. Cold War - Cross your arms over your body to encase yourself in ice, which then shatters and leaves you wearing full body armor of nevermelt ice along with an ice melee weapon, styles and types chosen upon learning. Counts as a summon.
C. Aerosol - Transform a liquid into a mist cloud, turning consumable fluids into inhalants and making flammable liquids more volatile.
D. Lube - Alter the viscosity of water coating a target, making them and their items extremely slippery.
LEVEL 9
A. Alchemize - Transform any water you are controlling water into another non-magical liquid for as long as you are in control of it. Type chosen upon learning but not all liquids are possible.
B. Pillar of Winters - Raise your hands and cause a massive pillar of ice, 10' tall and etched with glowing blue runes, to rise from the ground behind you. This pillar calls down a deluge of hailstones that increase in size and intensity the closer one is to the pillar but avoid hitting you. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Delve - While maintained, you can move through mists and clouds as if they were water.
D. Torrent - Passive. Your gush spell can create up to three such springs, the force of which are increased to strong, and which can be angled and aimed at the same or different targets.
LEVEL 10
A. Summon Water Avatar - Summon a triton, with the pale-blue skinned torso of a man, the emerald scaled tail of a fish, and flowing white hair and beard like seafoam. It wields a golden trident and moves over the ground atop a swell of water that forms beneath him as he goes. Can send 6' tall waves of water along the ground.
B. Arctic - Coat the ground and all rooted or grounded objects in a 100' radius around you in a sheath of extremely slippery ice. This ice can freeze to your feet to help you keep your footing.
C. Shrouded Realm - Fill the area in a 100' radius around you with a heavy, impenetrable fog in which are suspended hidden pools of super-cooled water that will freeze on contact with those who enter it.
D. Deluge - Call down a deluge of water from the sky, soaking everything in a 50' radius of you and flooding the ground with several inches of water.
Storm
Spark - Release a small arc of your bodily electricity from your fingertip. Its enough to startle and cause brief pain, as well at ignite highly flammable materials.
Cleanse - Clear the air around your head, making it clean and clear of pollutants.
Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
LEVEL 2
Modulate - Manipulate the air coming out of your mouth to alter the sound of your voice.
Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear.
Deafen - Completely still the air around a target's ears preventing any sound from reaching them. Use will rarely go unnoticed.
Drain - By touch you can drain the bodily electricity from a person, tiring them and causing a brief spasm of weakness.
LEVEL 3
Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Carry - Magnify your voice, from very loud to deafening.
Gust - With a thrust of your palm, channel the air into a gust of wind that will push back your target several feet or stop their forward momentum.
Overcast - Cause dark clouds to move in and block out the sun in a 100 yard radius.
LEVEL 4
Lightning Blast - Create a palm with your hand and vibrate the air in your palm to generate a ball of electricity the size of your fist. Can use air pressure to launch this ball from your hand. If double cast can use two hands together to form more powerful single blast.
Mistral Fans - Summon to your hands two bladed fans of silver and blue silk. When swung hard enough, can release a gust effect with a sharp edge that can cut as well as a wooden blade.
Thunderous Champion - Your skin and weapons crackle with electricity. Your hair is constantly blown upwards by a spiraling updraft that boosts your jumping ability. Your voice is loud and booming. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Blowback - Create a spiraling whirlwind around one of your hands that will drive the next thing you hit backwards with the force of a hurricane wind, spinning if it becomes airborne.
LEVEL 5
Vacuum - Remove the air from a 4' diameter area for a moment. This will leave anyone caught in it breathless and extinguish any flames within.
Summon Storm Aspect - Summon a swarm of glowing lightning bugs with electric bites.
Updraft - Create an upwards wind that will slow your fall and, if you present enough surface area, allow you to drift or even glide.
Temper - Call forth winds from another region, changing the climate in your area to match that region's, be it arctic cold or tropical heat, over time.
LEVEL 6
A. Lull - Still the air around yourself or a target, ensuring they make no sound.
B. Fleeting Whispers - Transform one of your arms and hands into living, whirling mass of wind in arm shape. This hand and arm can physically interact as normal, but can also be squeezed through any gap that is not airtight.
C. Charged Form - Vibrate the air around you rapidly to generate a field of damaging electricity around your entire body. Electricity will channel into any metal touching you and arc to any metal or any person that gets within a foot of you.
D. Whirlwind - Bring your arms close to your body and cause air to circle tightly around you faster and faster until it creates a protective tornado that will deflect anything that passes through it.
LEVEL 7
A. Screech - Turn your voice into a weapon, repelling those before you back several feet while deafening them.
B. Hurricane Strike - Generate a whirlwind around you that will carry you around up to two feet off the ground, spinning you in place at great speed in whatever position you are in while casting it.
C. Lightning Bolt - Passive. While using the Overcast spell, you can call down from the sky a bolt of lightning each post. These bolts are powerful but hard to guide.
D. Gale Force - With a thrust of both palms, channel the air into a powerful torrent of wind that will hit your target with the force of a charging bull.
LEVEL 8
A. Stultify - Inundate a target with freezing arctic wind, deafening thunder and blighting lightning, overwhelming or dulling all their senses.
B. Resistance - Magically part the air before you as you move, removing any resistance it would cause and enhancing your speed. This air wake also augments the force of your strikes as if you were wearing armor.
C. Chain Lightning - Vibrate the air all around your body so rapidly it generates a large amount of electricity. By pointing at a target you channel this electricity through your body, augmenting it with your body's own, and release it in the form of a lightning bolt from your fingertips. This bolt will jump to a second target if you desire it. Additional targets require more focus and sacrifice of a spell that turn.
D. Funnel - Generate a powerful suctioning vortex of wind before you. It will suck up particles, liquids and very light objects from behind you and hurl them before you at high speeds.
LEVEL 9
A. Resonance - Amplify and modulate your voice to attune it to the resonance of an animate object or area, causing it to vibrate violently and possibly shatter or fail.
B. Plllar of Stillness - Raise your hands and cause a massive pillar of worn stone, 10' tall, surrounded by spiraling winds, and etched with glowing azure runes, to rise from the ground behind you. The closer one gets to the pillar, the greater the air resists movement. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Ball Lightning - Summon to your hand an empty sphere of whirling winds the size of a softball. These winds generate an increasing electrical charge within the sphere. When thrown the sphere will dispel on impact releasing a large, powerful blast of electricity.
D. Downburst - Call a vertical column of downwards wind upon a target, driving them down with great force.
LEVEL 10
A. Metatron - Your words boom and echo across the land like the voice of a god. It is painfully loud and evokes fear, awe or panic in all that hear it.
B. Tempestuous Realm - Create a massive storm of chaotic, whirling wind gusts and eddies, engulfing an area with a 100' radius around your place of casting. While in this radius, everyone can move though the air as if it were water.
C. Cataclysm - Passive. While using the Overcast spell, you can call down a barrage of powerful lightning bolts that strike rapidly and at random. Be very careful when doing so.
D. Summon Storm Avatar - Summon a ghostly knight, with a body formed of of howling, tightly whirling winds and clad in iron gauntlets, greaves, cuirass, pauldrons and great helm. It carries an electrified longsword and its body parts can move autonomously from the whole.
Mind
Charisma - A target you cast this on will find you more charming and impressive than normal.
Fade - When cast on a target, it inhibits their ability to remember faces unless they actually focused on a face.
Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion.
LEVEL 2
Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Sleight - Create an illusionary object of your choice in your hand. Must be small enough to actually sit in the palm of your hand.
Poke - Cause a target to hallucinate a firm but painless phantom touch.
Jibe - The target will take offense at what they are hearing.
LEVEL 3
Distraction - Compel a target to direct their focus onto you.
Psy-Arm - Generate an illusionary weapon in your hand, no larger than 3' long. This weapon passes through objects without doing harm but triggers illusionary pain.
Skepticism - The target will experience a surge of disbelief at what they are hearing.
Self-Aware - Passive. You are instantly alerted to any attempts to alter your thought processes or emotions. Does not prevent the effect, just makes you aware of them to try and deal with the influence.
LEVEL 4
Daze - Disrupt a target's mind, dazing and disorienting them.
Psionic Chakrams - Summon to your hand a pair of steel throwing rings with an s-shaped crossbar of brass. When thrown you can mentally maintain their momentum and influence the angle of their ricochets.
Willful Champion - Your body becomes encased in a semi-opaque silver psychic aura that prevents actual physical contact, protecting you from cutting and contact damage. You are able to momentarily extend the aura around any one part of your body by 8" to increase the reach of your blows. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Deny - Apply the psychic force of your mind against a moving object, slowing it to a degree dependent on its speed and mass.
Confidence* - Cleric Only - Instills the target with a deep sense of trust and desire to confide in the caster as long as there is no existing hostility between the two.
LEVEL 5
Mindlash - Lash out at a target's mind with a psychic attack, causing them to experience a crippling stab of pain.
Summon Mind Aspect - Summon an owl with feathers of silver and eyes of gold. Its gaze, if met, is mesmeric.
Impersonate - By holding a mental image of another person's face in your mind, you mentally project it into the minds of those around you, replacing your face in their perception with the chosen image. The rest of your appearance is unaffected.
Feedback - Amplify anything that crosses a targets mind during their next post, be it an emotion or impulse, causing them to loose control of it. If the target would use a mind magic attack that post, it will backfire on them. Use only once every 5 posts.
Condition* - Initiate Only - Causes the target to experience extreme pain when either lying or telling the truth, which can be chosen on casting.
LEVEL 6
A. Suggestion - Focus your will on a person while speaking to them. The next suggestion you make to them seems as if it was their idea and they will have no memory of you saying it. They will not automatically act on that idea, and can dismiss it if it is completely outrageous or out of character.
B. Aphase - Temporarily disrupt a target's ability to use or understand spoken language. Lasts three posts. Can only be used on a target once per encounter.
C. Complete Awareness - Passive. Your mind more efficiently processes all your sensory input, granting you complete awareness of your surroundings.
D. Telekinesis - Focus the full power of your mind on an object no greater than a foot in diameter to move it. Cannot be used to launch or throw objects with that great a force. Most adapted for fine or precise movement.
LEVEL 7
A. Perception - A field of subtle magics encourages people not to notice your presence unless something draws their attention to you, or where you are.
B. Announce - Cause a target's inner monologue to become spoken dialogue for the next three posts. Can only be used on a target once per encounter.
C. Complete Restraint - Passive. You are immune to mind or emotion altering effects.
D. Flight - Passive. Your telekinesis spell is magnified when used on yourself, allowing you to levitate and move yourself through the air using just the power of your mind.
LEVEL 8
A. Delusion - Plant an idea into someone's head, giving them a powerful hallucination that effects all of their senses. You suggest its nature but do not completely control it. Only effects the target.
B. Abolish - A target's focus is completely disrupted, forcing them to stop maintaining any spells they are maintaining. They cannot cast those spells again for X posts, where X is that spell's level. You cannot use Abolish again for the same number of posts.
C. Complete Control - Passive. Your mind and body are in complete synchronisation. This control cannot be co-opted and you can suppress discomfort, pain, and illness.
D. Force of Will - Passive. Your Telekinesis Spell can move two objects at once or one object twice the normal size.
LEVEL 9
A. Suppression - Target completely forgets how to use the last spell or technique they used until the end of the encounter. Can only be done once per encounter per target.
B. Annul - Choose one of the five senses. Target person's mind loses the ability to process that sense for the next six posts. Use only once per person per encounter. Can choose a different sense on each casting.
C. Complete Focus - Passive. You gain an extra spell/maintaining per turn.
D. Pillar of Unreality - Raise your hands to cause a massive pillar of silver, 10' tall and covered in glowing blue runes and eye-carvings, to rise from the ground behind you. This pillar creates an illusionary environment around it which, augmented by telekinetic force, has a greater physical reality the closer one gets to it. This environment is not under your precise control, and extends in a 100' radius. Effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location.
LEVEL 10
A. Collusion - Gain access to target person's spell knowledge. Can be cast only once per encounter. Lasts three posts, but spells cast during this period can be maintained beyond it.
B. Arrest - Completely shut down a target's ability to control their body, locking them in place. This ability can be overridden by the survival instinct if the effect would put the target in danger. Use only once per encounter and only for six posts.
C. Summon Mind Avatar - Summon a djinn, a mythical entity from beyond the Scionics. Its torso is muscular and sky blue, below that it is intangible mist. Its hair and beard are white and held by silver bands that match the ones around its wrists. It has a mind of its own, but will use its vast mind magics to fulfill your wishes, though there may be backfires.
D. Mastered Realm - Focus the full power of your mind on all objects no greater than a foot in diameter within 100' of you to move them. Cannot be used to launch or throw objects with that great a force. Most adapted for precise movement.
Body
Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving.
Slash - Thicken and elongate your fingernails into talon-like claws.
Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations.
Itch - Target experiences strong, persistent and annoying itchiness.
LEVEL 2
Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish.
Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity.
Unhinge - Make yourself double-jointed.
LEVEL 3
Harden - Thicken and toughen your skin into a leathery armor.
Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state.
Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time.
Palm - Shapeshift the flesh of your hand to absorb an object you, and you alone, are holding into it, either hiding it or merging with it. This does not change the shape of the item, so its shape and size may inhibit your ability to hide or merge with it.
LEVEL 4
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Sicken - Disrupt a target's bodily processes, making them feel severely ill, with cramping, feverishness, and vomiting.
Gladiator's Cestus - Summon around your hands a pair of leather gloves, plated and spiked with bone. Pain inflicted by these is felt twice as intensely.
Arena Champion - You become a foot taller and more muscular. You gain a passive strengthen effect and can shape your arms into a variety of bone melee weapons. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Silence* - Initiate Only - Shape the flesh and skin on target person or creature's face to seal their mouth. Lasts 3 posts unless maintained.
LEVEL 5
Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances.
Forearms - Shapeshift yourself into growing another pair of arms as long as this is maintained.
Summon Body Aspect - Summon a monkey with physical characteristics dependent on the race of the caster. Spells that would effect your body effect the body of the summoning as well.
Reflex - Through striking a part of a person's body, you can magically slow that part's response to attempts to move it as long as this spell is maintained.
LEVEL 6
A. Patch - By contact, a target's flesh and muscles shape themselves around a serious wound or break, forming an organic stitch or brace that will keep them from fighting until they can get the injury properly healed.
B. Infect - By contact you can transfer any effects of sickness, poison, herbal mixtures or potions in your system into another target person.
C. Perimeter - Exert your will within a 2' radius around you, repelling any flesh that would attempt to breach this perimeter. Can only be maintained over 6 posts per encounter.
D. Osmose - Transform the magics composing a summoned creature you control into body magics, then absorb them into yourself. Your form alters in a way unique to the summoning for as long as this spell is maintained.
LEVEL 7
A. Titan - Double a target's size for as long as this spell is maintained. Includes apparel and items because it just does.
B. Dwarve - Halve the size of a target for as long as spell in maintained. Includes equipment.
C. Impose - Cause a physical sensation of your choice anywhere on a target's body.
D. Mimic - By contact, you can copy a person's muscle memory. This allows you to perform any physical skills they have for as long as you maintain this spell.
LEVEL 8
A. Bounce - Target's flesh becomes extremely resilient and flexible, making them extremely bouncy and rubbery as well as resistant to blunt force damage.
B. Hypersensitivity - With a wave of your hand, target's sense of touch becomes intensely and painfully magnified. The slightest touch, even a brush of their own clothing, will set off extreme pain.
C. Puppeteer - Force a target humanoid's body to echo your own movements. This ability cannot override survival instinct and force them to do anything obviously lethal or possibly life threatening to themselves.
D. Clone - By touch, you can transform your body into a copy of the person you touched. You gain any natural, unlearned and innate traits that body comes with. Does not change your clothing or items. Must be maintained and the change is instantaneous upon contact.
LEVEL 9
A. Collective Might - Channel the physical strength of allies for one post, increasing your strength by one level for each level above average your allies have collectively. Their strength is lost while you borrow it. Use only twice per encounter.
B. Pillar of Ages - Raise your hands and cause a massive pillar of bone, 10' tall and etched with glowing red runes, to rise from the ground behind you. The closer one is to the pillar, the older they become (the effect reversing the further away you get). People cannot be aged or de-aged into death or unlife. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Animate - Passive. Your Puppeteer spell can work on non-living humanoid bodies.
D. Fission - Cause your body's mass to rapidly double and then split, creating an identical copy of yourself. This copy is clothed and armed with leather and bone copies of your own equipment. You and this copy share a mind and any use of spells or abilities by the copy count towards limits as your own.
LEVEL 10
A. Perfection - While maintained, your body becomes your physical ideal, a form which comes with its own physical abilities. Chosen upon learning (requires WM approval).
B. Dominant Realm - Everyone within 100' of you when you cast this spell becomes incredibly weary and physically weak, barely able to stand. Requires total focus to maintain, cannot attack while this is in effect.
C. Summon Body Avatar - Summon a towering 12' tall cyclops of incredible musculature and menace, wielding a club of bone. Its eye's gaze triggers the body's flight response.
D. Remake - Transform your flesh into a living version of any solid material your hand is touching.
Plant
LEVEL 1
Grow - Rapidly accelerate the growth of a plant by several months.
Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers.
Blossom - Cause a plant to rapidly blossom and bear an edible, tasty fruit. Fruit does not stay fresh for more than an hour.
Raise Cultivorian - Summon from the earth a mouse-sized, spider-shaped plant creature with tendrils for legs, thorns for mandibles and a nut for a body.
LEVEL 2
Prune - Cause a small to medium plant or part of a larger plant, to wither and recede.
Trellis - With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface.
Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons.
Rooted Stance - Strong roots grip your feet to the ground beneath them, allowing you to remain surefooted on any terrain and preventing you from being pushed back.
LEVEL 3
Sapling - Cause a slender and flexible sapling to erupt from the ground before you, as tall as you are. Can be plucked from the ground and used as a staff weapon.
Vine Lash - Grow from your wrists a pair of six foot vines usable as whips.
Camouflage - Grow from the earth an intertangled mass of leafy vines that can be pulled over yourself in wooded areas to hide.
Vitalize - Animate a small plant (or small area of plant life) under your control, such as a shrub, small bush, single branch or vine. This animation allows slow movement along ground for rooted plants.
LEVEL 4
Warp - With a quick hand gesture cause a single piece of wood you see to warp and twist, shattering any mundane woods lacking magical traits.
Heartwood Hatchets - Summon to your hands a pair of ironwood hatchets. Grow will allow you to enlarge these to fire-axe or battleaxe size, even after being thrown.
Nature's Champion - Your skin develops natural leaf-mail as hard as wood and you grow thorns of various lengths and curvatures (no greater than 6 inches) over your body, chosen upon learning. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Remedy - Grow a patch of moss over a wounded person or animal. This moss has medicinal properties and accelerates the healing of that wound.
LEVEL 5
Rootgrasp - Cause thick 1' long grasping root tendrils to erupt from the ground and grab a target in attempt to immobilize it.
Raise Plant Aspect - Summon a cat-sized spider with thorn mandibles and twig-legs. It can rapidly spin a sticky sap webbing.
Ensconce - Run your hand over an object or surface to spread a sticky sap that will rapidly harden into amber plating as hard as stone.
Pathshape - Living plants will bend and sway in the directions of your choice according to your will, only as far they naturally can without damaging themselves.
LEVEL 6
A. Vine Snare - While casting Vine Lash, you are able to control the movements of the lashes at will, making them more akin to tentacles.
B. Nurture - Accelerate the growth of a plant by years. Can be used to heal damaged plant life. Can also be used to repair damaged or disabled wooden items you own, but this takes more time and focus and is best used out of combat.
C. Raise Forestguard - Summon from the earth a humanoid plant creature with hair of leaves and skin birch armor. Hardened amber clings to it like plate armor and arm is elongated and bent in the semblance of a hand holding a sword.
D. Bridge - Plants and trees will automatically animate, move and bend themselves into empty spaces to form a solid surface for you to walk on, if they are available.
LEVEL 7
A. Thornspray - Sprout three 5" thorns protruding out from your knuckles like claws. You can launch these thorns outwards with great force. Can be painful to use.
B. Briar Cage - Cause ironwood branches lined with 6" thorns to erupt from the ground all around you, forming a protective dome around you.
C. Raise Heartwood - Summon out of the earth a custom mobile plant creature, no larger than a bear. Must be mod approved.
D. Xylokinesis - Exert your will over target wooden object no more than 3' in diameter and animate it in a form akin to telekinesis.
LEVEL 8
A. Foliage - Release from your hands a cloud of razor-like leaves, flitting through the air around you in a 10' diameter, both obscuring you and warding off attackers.
B. New-Wood - Cause a sapling to erupt from the ground which grows through its life-cycle at a highly accelerated pace. By your next post it will be a fully grown oak tree. It will live for three posts after that then die. Can only be used outdoors.
C. Raise Thornrippers - Summon out of the earth a half dozen lupine-like plant creatures with musculature of vines, fringes of moss fur, and thorns for claws, fangs and and forming a ridge along its back.
D. Vivify - Animate a large plant under your control, such as a hedge or tree. This animation allows for slow movement along the ground for rooted plants.
LEVEL 9
A. Vine Scourge - Passive. Your Vine Snare vines are a foot longer and split into three vines after a foot.
B. Pillar of The Primeval - Raise your hands and cause a massive pillar of wood, 10' tall and covered in branches and glowing green runes, to rise from the ground behind you. Causes a forest to spring forth out of the ground, extremely thick and wild immediately around the pillar and thinning out the farther one gets from the pillar. Plants' growth will shape as to not destroy buildings this radius intersects one or is cast inside of one. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Raise Oakenfist - Summon out of the earth a 12' tall treefolk with two massive branch arms and root feet.
D. Scavenge - Plunge your hand into a tree as if it were water and remove from it a wooden object of you choice. Must be made of one continuous piece of wood with no other materials and sized so it could have fit within the dimensions of the tree, as if it were carved from within. Any item so large it would necessitate taking the tree's heartwood will kill the tree if it is still alive.
LEVEL 10
A. Symbiotic Titan - Create a custom armor suit of animate plant-life with an appearance and defenses or weaponry of your own design, chosen upon learning (Must be WM approved).
B. Verdant Realm - Cause an extremely dense, high, and thorn-filled hedge maze erupts out of the ground in a 100' radius around you. Plants growth will shape as to not destroy buildings this radius intersects with or is cast inside of one.
C. Raise Plant Avatar - Summon from the earth a powerful plant creature in the form of an 8' tall antlered centaur, made of vines, bark, branches, leaves and thorns. It can rearrange its component parts to shapeshift itself into plant versions of mundane wild animals.
D. Nature's Revolt - Animate all plants in a 100' radius of you with violent intent focused on a single target. This animation allows for movements along the ground.
Force
Hold - Use weak force magics to hold an object in place. Any moderate application of force, including gravity if the object is heavy, will be able to dislodge it.
Empower - Magically augment the force created by your movements, effectively increasing your physical strength level by one. You can only have one instance of this effect placed on your body at once, or else the unnatural stress it puts on your body will cause severe injury.
Contain - Generate in your hand a "jar" construct of solid force, 6" in diameter and 8" tall. Can close off the top when you wish.
Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
LEVEL 2
Enlighten - Halve the weight of an object you are in contact with.
Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular and 3' in diameter, in the air inches from your palm. Acts as a suspended shield. It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).
Skein - Generate a paper-thin layer of force over your body. It is not strong enough to protect from slashes or blows but does prevent actual physical contact.
Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
LEVEL 3
Smash - Engulf your hands in a rippling aura of force magics, effectively giving them steel strength armoring.
Repel - A variation on the Shield Spell. Raise your hand palm out to generate a barely visible construct of applied force, circular and 4' in diameter in the air inches from your palm. Then apply raw force to it, driving back anything before it. Maximum push-back range is 10'.
Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.
Splint - Magical force reinforces your limbs, neck, and head, preventing them from moving in ways or suddenly moving at speeds that would be damaging, guarding against limb-breaks, joint dislocations or concussions. Can also be used to help hold already broken or injured body parts in place to allow movement.
LEVEL 4
Implacable Hammers - Summon to your hand a silver and iron war-hammer, the force of whose strikes can move harmlessly through one object and strike another object touching it.
Mighty Champion - You become larger and more muscular, with rhino-like skin. Your natural strength level increases by one, your weight and leaping ability are both doubled, while not inhibiting your movements. You cannot cast, maintain other spells, or summonings for as long as you maintain this effect and for a post afterwards.
Force Blast - Launch a softball sized teardrop shaped projectile of concentrated force from your fist or palm. It hits with the force of a very strong punch.
Dullen - By contact generate a film of force over a sharp object, effectively making it blunt for as long as this spell is maintained.
LEVEL 5
Disempower - Halve the force being applied by a target.
Summon Force Aspect - Summon a silvery skinned pygmy elephant the size of a golden retriever. It is quite strong and capable of flight.
Levitate - Manipulate gravity's hold on an object weighing 40 lbs. or less, allowing you to levitate it to any height so long as it remains within 6' of you. You can lift it and cause it to drift in a direction by moving your hand.
Lock - Lock yourself in place with various forces, preventing you from moving or being moved, even by gravity, so long as this is maintained. Does not prevent damage.
LEVEL 6
A. Resist - Increase the friction of a solid object or area, making it more abrasive and rough, or harder to move across other objects and areas.
B. Channel - Channel the force of a blow landed on your body through your body and release it from the other side of you in the form of a projectile, traveling along the same path as the blow and carrying the same force. Can only be done three times per encounter.
C. Force Field - Create a dome of force magics over yourself, its diameter is 3" greater than your height and iron hard. Lasts 3 posts. Can only be cast every 6 posts.
D. Launch - Apply raw force to send a target flying upwards 6-10' high. Height depends on weight of target.
LEVEL 7
A. Hover - Use a combination of gravity manipulation and downwards force to grant yourself the ability to fly.
B. Force Slash - A variation on the Force Blast spell. Slash your hand in a chosen direction to launch a force blast whose shape has been altered into crescent shaped, razor edged projectile of pure force. It is 1' wide and hits like an iron sword slash from a very strong man.
C. Repelling Field - A variation on the Force Field spell. Creates a dome of force magics over yourself, its diameter is 3" greater than your height and iron hard. At the end of the post you cast it, this dome rapidly expands outwards increasing its radius and diameter by 10', then dissipates. Anyone and anything near you is launched backwards at 30 mph.
D. Hurl - Apply raw force to launch an object from your hand forward at 60 mph.
LEVEL 8
A. Ease - Decrease the friction of a solid object or area, making it extremely slick, slippery, and hard to grip.
B. Deflect - With a wave of your hand redirect the force and momentum of an inanimate object in another direction. Cannot be done to objects being driven in that direction by a sentient force (can redirect arrows and run away carts but not swords slashes at your face). Can only be done once every three posts.
C. Safe - A variation of the Force Field spell, generates an iron hard protective sphere of force magic around target inanimate object, just big enough to contain it. It cannot be used on an object being held or stored away in the possession of another.
D. Bound - Apply raw force to launch yourself at up to 30 mph in a direction of your choice.
LEVEL 9
A. Adrift - Reduce gravity's hold on everything within 50' of you, including yourself.
B. Pillar of Singularity - Raise your hands to cause a massive pillar of translucent force magics, 10' tall and covered with glowing white runes, to rise from the ground behind you. Non-grounded movements, such as projectiles, leaps and flight are redirected towards this pillar with increasing strength the closer in proximity to the pillar they are. The effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Rebounding Field - Create a domed cylinder of force magics close around you. This field reflects any force applied to it back at its source. Lasts 3 posts. Can only be cast every 9 posts.
D. Relocate - Apply raw force to push a target back, forth, or to either side. Maximum speed depends on weight. Speed in MPH=2000/Weight in lbs. Cannot exceed 75 mph.
LEVEL 10
A. Temporal Realm - Reduce the speed of everything within 100' of you by 3/4, including yourself.
B. Summon Force Avatar - Summon a translucent being of living force in the shape of a towering shavir. It has no powers beyond its incredible strength, leaping power, and durability.
C. Juggernaut - Generate a sphere of pure force, hard as steel, its diameter 6' greater than your height. Spells cannot pierce this sphere, in or out. Your movements within the sphere will move it.
D. Squeeze - Apply driving force to a target from all directions, first battering and then squeezing them, leaving them immobile and in pain. These forces also protect the target from any outside attacks or contact.
Spirit
Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Mark - By contact you can mark a person's aura, which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time.
Divine - Sense if any spirits are in the area and their general mood.
Home - You can anchor a part of your spirit to a single location ever. By casting this spell you will reconnect with that bit of your spirit and sense what is going on in that location.
LEVEL 2
Peer - You are able to see and decipher other people's auras, revealing their emotions.
Incite - Cause a target to grow angrier and potentially violent.
Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
Touch - Using this while touching an object will give you a mental image of the person with the greatest connection to it. Clarity of this image is dependent on their personal connection to the item. Use once per encounter.
LEVEL 3
Hado - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood.
Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Succor - You can perceive the auras of those in distress, which shine so brightly they light up the area around them like a bonfire from a distance.
Heartlight - Intensify the aura around one of your hands into a bright, visible radiance whose hue and contact effect are based on the emotion which is the strongest in you at all times.
LEVEL 4
Imprint - Call forth the image of the most recent spirit to be created (meaning the most recent death) in the area.
Soul Daggers - Summon a pair of daggers whose exact appearance reflects your inner spirit. The more damage dealt by these daggers the more intense fear and panic they trigger.
Inner Champion - Take on a magical warrior form based off your inner spirit. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
Seeker - Passive. Your Mark spell now draws any projectiles magics you use towards the marked.
LEVEL 5
Pacify - Lull a target into a deep deep calm. Effect will be broken by acts of aggression against the target.
Hado-Ken - Release from your hand a projectile forged from your life-force. Its appearance and properties vary from caster to caster.
Malajanus - Alter a person's aura to inflict bad luck on them. Certain people are resistant to this effect (Can only be used on NPCs).
Summon Spirit Aspect - Summon a large golden tabby-cat. The greater the hostility there is for you amongst others in the vicinity, the larger, wilder and fiercer the cat's form is. The greater the love and respect, the larger, happier and and cuddlier it is.
Restore* - Cleric Only - Revert a body part or object to its natural state, undoing recent damage, injury or alteration.
LEVEL 6
A. Fear - Instill deep terror and fear in a target.
B. Manifest - Cause a non-hostile local spirit to manifest. It remains incorporeal. Can be questioned about recent events in the area.
C. Feed - Syphon life-force from another living creature, killing non-magical small animals and disorienting anything larger. Your healing is accelerated akin to the spell Heal and your energy is revitalized.
D. Ethereality - Phase your spirit partially into the spirit world, reducing the effects of physical contact made by or on you for as long as this is maintained.
LEVEL 7
A. Soulcry - By contact with a person's aura, you can absorb flashes of their memories and past emotions.
B. Phantasm - Cause a hostile local spirit to manifest. The degree and nature of its ability to interact with the physical world varies from spirit to spirit. You have no control over it.
C. Bind - Bond your life-force to another's. Any damage that person deals to you is dealt back to them and vice-versa.
D. Projection - You are able to separate your spirit from your body, allowing it to travel imperceptibly within a range of 200 yards of your body. Your body is left inanimate and defenseless while this is in effect. If your body becomes injured, this effect will end.
LEVEL 8
A. Phobos - Absorb of portion of a person's aura into your own, giving you knowledge of their greatest fear and, if you wish, altering your aura so you appear to that person as an embodiment of that fear.
B. Benefactor - Cause a spirit that is personally linked to you in some way to manifest, either to aid you or hinder your enemies. Who this spirit is and what kind of aid they give is decided upon the first casting of the spell.
C. Summon Nemesis - Draw on the life-force a target, and forge it into a summoning that reflects the antithesis of their inner spirit.
D. Advanced Projection - While using the Projection Spell your wandering spirit is able to cast any spirit spells you know that do not effect yourself.
LEVEL 9
A. Pariah - Alter a target's aura, causing any that see them to feel intense feeling of hatred and aggression towards them.
B. Pillar of Transience - Raise your hands to cause a massive pillar of amber to rise from the ground behind you, 10' tall and carved with imagery of you and glowing orange runes. The closer one is to the pillar, the thinner the veil between the physical world and the spirit world, reducing their interaction with the physical world and increasing the ability for the spirit world to interact with them. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Blessed Being - Channel all your focus and will into bolstering your life-force, making you immune to damage. Lasts no more than three posts. Any attempt at an act of aggression on your part during this effect will recoil back on the aggressor with crippling pain and spasming.
D Complete Projection - While using the Projection Spell, you convert your physical form to pure spirit energy and instantly teleport it to your spirit's location. This process is disorienting and leaves you unable to accurately cast spells or wield weapons during the post you do it or the post after.
LEVEL 10
A. Pathic Realm - Release waves of spirit magics that alters the auras of everyone in a 100' radius, inducing an emotion of your choice within them. Choose emotion upon learning.
B. Summon Spirit Avatar - Summon a sphinx the size of an elephant, with your face, the wings of a golden eagle and body of a great lion. Its nature an abilities depend on the emotion that is strongest in its caster (in general, not at the moment, decided on learning and created by WM, can be changed rarely if you undergo a major personality change).
C. Savior - Bind your life-force to another person's granting them all your abilities and spells as well as drastically boosting their healing rate. While this is maintained, you lose your spells and abilities and are left extremely weak and weary. Can only be used once per encounter and can only be maintained for 7 posts.
D. Convergence - Bind together your spirit and the spirit realm around you, altering yourself and gaining traits based on the area this spell is used in.
And while the library was unlikely to actually give him answers, it would give him the hope of answers. The hope that, somewhere in there, there lies a scroll, a book, something that would explain how two people become one. And why he couldn't walk more than ten feet from the jeweled container strapped to his waist.
Nes started to look around. Mostly poking around, really. Hoping kismet would kick in and lead him to an answer. It would fail to do so, sadly, but it did lead him to a pair of likely looking scrolls. There was a draw from them. Not just to Nes, who finds the subject of magic fascinating without ever having tried it, but there also seemed to be a slight reaction from his bottle. A subtle thing, but it was lifting off its chain towards them. Defying gravity, just a little, towards the magic therein. That was enough of a sign for Nes.
He had intended to simply borrow them, as that is what he would expect from a library. But his encounter at the counter informed him otherwise; these were magical scrolls that would vanish upon being read and learned. He'd have to simply buy them. This being the first time that Nes had ever felt that he was closer to figuring out who and what he is, closer than he'd ever been before, he wasn't going to argue. So he pulled out some of the coinage he'd scrimped and worked for and handed it over. One hundred and twenty gold coins seemed a bit much, when simply two could get him a night in a lodge. Hopefully it would be worth it.
Off to a chair went he, to curl up (dwarfed in the armchair as he was) and read. At first it didn't seem to be much more than gobbledegook, endless nothing. Nothing he could identify, nothing he could latch onto. Thankfully the scroll intended to latch onto him instead. It may have been triggered by his bottle, or, more likely, the way the scroll worked in the first place. But the runes lifted off the page and began to slowly swirl in front of him. Glowing a soft amber. The bottle uncorked itself, issuing a soft blue mist. Nes had never seen that before.
The runes began to orbit around him as the mist did much the same. Runes starting at the top, mist from the bottom. It's a wonder none of the other patrons noticed, but he did pick a rather isolated corner. His eyes flicked around, trying not to panic. Until a serene calm flooded over him, a warmth emanating from the bottle and moving outwards.
The runes and mist met as his neck. His ears elongated at the tips, a slight stretching that was not entirely pleasant. Then came a sharp sting over his face, where he'd been ritualistically painting red face paint. Ritualistically, but not knowing why. His fingers lifted to his face to find a lack of paint. The paint had become a tattoo that, for a moment, glowed red.
The light show ended as quickly as it began. The mist was slowly sucked up by the bottle which then corked itself again. Nes' clubs emitted a soft amber light for just a moment, a moment that hooked itself to his consciousness and let him know something he didn't know before. Or something he forgot. The two scrolls began to fizz away, dissolving in the air as the knowledge of their contents sealed themselves in his mind. Two spells he had bought, and two spells that had not only written themselves on his psyche, but also his spirit. And brought a little of it forth that the original binding had not.
After a moment to get his head together and let a second or three of wooziness pass, Nes stood and swiftly left the library. Just in case anyone saw any of that.
My helpdesk should you need me.
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Colt Wyrmbane
Olivar'Romov
Detective Taskmage
Darby, Esteemed Adventurer
Mike, the Situation
Herschell Ratliff, Merchant of Finery
Yaagh, the Pummeler
And don't forget to do your shopping at The Newe Haberdashery, the finest vendor of magic items and oddball services ... Ever!
Be aware of singing as if you were half dead,
or half asleep:
but lift your voice with strength.
Be no more afraid of your voice now,
nor more ashamed of its being heard,
than when you sang the songs of Satan.
Theron handed over the necessary gold and pent some time reading over and assimilating the information in a shining morning star scroll. He left feeling a little better than he had previously.
Come on and check it out. You know you want to.
Vi's last stop. Hopefully the fires gave her enough time to pull this off...
Vi walked out of the alley casually after her run. A little out of breath but not much, she is a runner after all.
She walked into the store and took a look around for any valuables that had easy access or who was in there.
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
A couple of people were sat reading books or running their fingers along the shelves looking for particular volumes. As always, Dorian Ardoise, the grey haired man who appeared about twenty years old was sat behind the cash desk. His feet were propped on the counter and a wet cloth was draped over his face.
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Taking a closer look revealed that all the scrolls for level 3-6 spells were kept in tubes like these, with varied types of wood. Level 1 and 2 scrolls were simply bound with a ribbons, and the higher level scrolls were secured in tubes made from metal.
She grabbed 2 more level 6, putting one in her underarm and examined the second while slowly walking along the wall getting closer to the door. But not too far away from the scroll wall.... That would arise suspension.
Does she get this far safely?
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Dorian- Drop the scrolls.
As soon as the words had been heard, Vi forgot them, and instead thought it might be a great idea to drop the scrolls.
1. stab
2. turn
3. run
now looked a little diffrent but not knowing better (Since her mind was getting tricked) her body still followed them in order like this.
1. stab
2. drop
3. turn
4. run
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Errol placed down a pile of coin and left with a couple of curiosities.