[Epicrin] The Silver Crescent Spellshop
**The oldest shop in Epicrin, The Silver Crescent is located on The Thoroughfare and is fairly easy to spot, having not changed in centuries despite the city's repeated attempts to gentrify it. A building of roughhewn stone and mortar, it has no windows or doors, its entrance protected by unseen warding magics. An ancient hand-painted sign baring a crescent moon hangs above it.
Inside is a small, dark, candlelit room where the proprietor, Harj, seems to be ever present, standing and waiting for the next customer to enter. Behind him is a pitchblack doorway to the backroom from which he fetches his scrolls while customers wait in small plush seats, a room no one but Harj has ever seen nor is likely to ever do so.
Harj himself is a little more than a shadow, a ever clad in a black hooded robe, little of his features ever visible in the dark shop or during the extremely rare sitings of him in the city proper. A man of few, mostly ominous words, most agree its best to simply buy ones scrolls and before they unknowingly insult the enigmatic and powerful shopkeep.**
------------------------------------------------------------------- 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.
Earth
LEVEL 1 Allign - Focus on the iron in your body to find magnetic north. Pummel - Transmute your hands into living stone. Sandblast - Release a burst of rough, scouring sand from your hand. Etch - Your index fingertips can carve through stone as if it were lose clay. LEVEL 2 Dirty Trick - With a sharp upwards gesture, cause dirt, dust and soil to fly up off the ground at a target's face. Tread - The earth beneath your feet naturally shifts and shapes itself to give you solid, even footing in all the but most extreme terrain. Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements. Erode - With the touch of one hand, you gradually weaken the strength of stone over the area touched. LEVEL 3 Stoneshot - Stomp a foot on the ground to cause a chunk of stone to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch it in that direction.(Stone cannot be more than a foot in diameter, shape chosen on learning, must be blunt) Stoneblade - Drive your hand into the ground as if it were water and pull out a sword of stone. Maximum length is 3'. Style up to caster on learning. You can only wield one of these at once. This sword will be reabsorbed into the earth on contact. Tremble - Cause a 4' diameter of ground beneath a target's feet to violently tremble. Obstruct - With a forward stomp of your heel, cause a 1' tall, 3' long ridge of stone to erupt from the earth in a target spot, either unbalancing a person standing on it or tripping someone in motion. LEVEL 4 Nomads Kusarigama - Summon to your hands a single handed scythe of stone and iron, connected to a heavy stone weight by a 6' iron chain. When spun, you can have this chain extend itself link by link up to 20'. Iron Champion - Your skin becomes the color and sheen of bronze and your eyes pupilless silver. Your weight is increased by half but this does not effect your movements. Damage that would be dealt to you by stone or metal weapons is drastically reduced. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Landscape - Transform a patch of ground 4' in diameter into another form of earth, such as soil, stone, scree, mud, or quicksand. Type chosen upon learning. Armor - Clay flows up from the ground around your body and transforms into ceramic armor as hard as iron. The exact form of this armor is chosen upon learning. LEVEL 5 Summon Earth Aspect - Summon an 18" tall armadillo of stone, dirt and sand. Can curl up into a ball and zoom around the ground. The longer it does so, the more and more earth it will pick up, making its ball-form bigger and bigger. Loses this material when it uncurls. Upturn - An advanced form of Tremble, a 5' patch of ground beneath the target shakes so violently that it buckles and cracks, edges of rock erupting up at random. Reforge - Repair a damaged or disabled metal or stone item you own. Takes time and focus, best done out of battle. Plinth - Raise your hands skywards to raise the earth beneath your feet up to 30" in a short column of stone equal in diameter to your width. LEVEL 6 A. Stonewall - Raise your arms to cause a wall of stone 6" thick, 4' long and as tall as you are, to shoot up out of the ground before you. B. Render - While maintained, non-magical, non-living stone can be shaped with your hands like clay. C. Forged Might - Transmute a metal object you are holding into a second skin bonded to your own over your hands and up your arms. The area covered depends on the size of object. This second skin has any magical effects the object did. When spell is dispelled, object returns to normal. D. Sandstorm - Fill the air in a 50' radius around you with an obscuring whirlwind of grating, irritating sand. LEVEL 7 A. Volley - Stomp a foot on the ground to cause three chunks of stone to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch each of these in that direction in turn. (Need not be the same direction for each stone. Stones cannot be more than a foot in diameter, shape chosen on learning, must be blunt.) B. Terraform - Passive. Your Stoneshot and Volley spells can be transmuted with each casting into crystal (harder, cutting rather than blunt damage), clay (slightly less damaging than stone, splatters on impact and hardens to hinder movement of what it hits), or sand (less damaging that stone, explodes into harsh obscuring cloud on impact). C. Footfall - The earth aids your every step. Your steps leave no footprints a make no sound. The earth pushes you as you jump and run, boosting your leaping power and speed. D. Summon Sandstalker - Raise from the earth a summon of living sand (with jagged pieces of stone where necessary) in the form of a desert-dwelling creature of your choice, is the approximate size of a tiger whatever the species chosen. Species chosen upon learning. LEVEL 8 A. Entrap - Raise your hands and clap them together to cause a dozen 10' tall, 2" thick spires of stone to erupt from the earth encircling a target. B. Mine - Transmute a patch of ground into lutharin crystal. The exact effect depends on the crystal type, chosen upon learning. C. Stone Armory - Passive. Your Stoneblade spell can be used to draw any kind of melee weapon from the earth and allows you to have two of these weapons at once. Weapons cannot be traded or sold to others. D. Mirage Warrior - Summon from the earth an exact copy of yourself formed from sand. It is resistant to cutting damage but unable to deal cutting damage. LEVEL 9 A. Shaft - Part the earth beneath your feet, then quickly reclose it, hiding you safely beneath the ground in an air-filled pocket beneath a foot of whatever type of earth you were standing on. When you end this spell, the earth will again part and the pocket will fill in from the bottom up, ejecting you. B. Pillar of the Earth - Raise your hands and cause a massive pillar of stone, 10' tall, golden runed, and encircled by a spiraling iron ridge, to rise from the ground behind you. This pillar transforms the earth around it into mud, the closer to the pillar, the deeper and muddier it becomes (save for the ground beneath your feet). The pillar begins rotating, drilling into the earth and pulling the mud it has created towards the hole it is making. The closer to the pillar one is, the harder to escape the mud and the faster the mud pulls those caught in it towards the pillar. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Atlas - Call upon the earth and stone from the ground around you to encase you in a massive suit of living stone armor. This suit doubles your size and takes your appearance, complete with over-sized stone replicas of your items and weapons. D. Living Desert - Transform yourself into living sand. You are able to shape your body as you wish while in this form and melee damage, while inflicting pain, does not cause injury. Form only lasts for three of your posts. Can only be used once per encounter. You are vulnerable to water in this form. LEVEL 10 A. Column - By raising your hands, you can raise a column of stone, 4' in diameter, up from the ground in an area of your choice. Can be raised up to 20' tall. Can't be used indoors. Speed depends on weight present on area being raised. B. Summon Earth Avatar - Summon a 12' tall golem of sandstone, marble and clay, veined with iron and crystal. Its head is brutish with a heavy jaw and brow. Its fingers end in claws and it can hurl heavy balls of loose clay. C. Merge - Animate the earth on either side of you into a pair a massive arms, twice your height in length, composed of the surrounding earth. These arms move in concert with your own. D. Arid Realm - Cause the ground in a 100' radius around you to become deep, loose sand, making movement within that area arduous and difficult.
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.
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.
Beastial
> When choosing animal species, nothing with magic abilities unless noted.
> You may rebuy spells to be able to cast new species of the same spell. LEVEL 1 Summon Rodent - Summon forth a rodent to follow your commands. Species up to caster upon learning but will be no larger than a large weasel or small beaver. Nocturnalize - Grant a creature or summoning you control night vision. Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions. Summon Insects - Summon multiple insects or arachnids. Species is up to caster upon learning. Number summoned is dependent on the size of the species chosen. LEVEL 2 Summon Bird - Summon forth a trained bird. Species up to caster upon learning but size will be no larger than a falcon. Call - Turn your voice into a perfect imitation of any given animal's call. Amphibiate - Grant a creature or summoning you control gills. Serpent's Tooth - Summon to your hand a razor-sharp 8" dragon's tooth to be used as a weapon. LEVEL 3 Summon Lizard - Summon forth a scaly lizard. Species up to caster upon learning, but size will be no taller than 16" in diameter (not counting tail). Lure - Release a pulse of beastial magic that draws the attention of animals in the area like a beacon. Toxify - Grant a creature or summoning you control venomous fangs. Spider's Silk - Create, flying from your hand, a projectile blast of sticky spider webbing. LEVEL 4 Summon Hound - Summon forth a loyal dog. Species up to caster upon learning but will be no larger than a doberman. Savage Claws - Summon a pair of dragonbone clawed-knuckles over your hands. Blood drawn with these claws becomes irresistible to carnivorous animals in the area, marking the wounded as prey. Untamed Champion - Choose upon learning three animals. This spell grants you the anthropomorphic head of the first, hands of the second, and tail of the third. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Chitter - You are able to speak to animals and understand their speech. Does not increase intelligence of animal or give you any control over them. LEVEL 5 Summon Predator - Summon a large, wild feline or lupine creature to prey upon your foes. Species up to caster upon learning but will be no larger than an adult lion. Summon Beastial Aspect - Summon forth what appears to be a duck-billed platypus. Can shapeshift to take the form of any non-sentient, non-summoned creature it can see. Learned or leveled abilities of the copied creature do not carry over. Uncage - Target summoned creature no longer has to be maintained, but cannot be controlled. Lasts until end of encounter. Scatter - Trigger a target uncontrolled animal's flight instinct, instilling a strong urge in them to flee. The smarter the animal, the weaker this effect. LEVEL 6 A. Summon Brute - Summon forth a large powerful animal capable of standing, such as a bear, or ape, to do your bidding. Species up to caster upon learning. B. Meld - Break down two summonings you control and unite their magics to make a new, merged creation. C. Triad - Passive. Level 3 or lower spells you cast that would summon a creature summon three of those creatures instead. D. Collar - Gain control of target real creature that is not trained or already under the control of another. The level of control is inverse to the size of the creature. Must be maintained. LEVEL 7 A. Summon Beast - Summon forth a large wild beast of the type of your choice, such as a rhino, hippo, crocodile, or small elephant. No larger than a rhinoceros or small elephant. B. Evolve - Alter the nature of a summoned creature you control, making it humanoid and more intelligent. C. Summon Flock - Summon forth one or more of almost any species of bird you wish, the exact number dependent on the type of bird. Species up to caster upon learning. D. Tame - Permanently tame target animal. May not always work, dependent on animal. Once this spell has been successfully used it cannot be used again. LEVEL 8 A. Summon Pack - Summon a half dozen wild beasts to harry your enemies. Species up to caster upon learning but cannot be larger than a wolf or wild cat. Due to their territorial nature, if more than two packs are active at the same time they will attack each other. B. Dismiss - Disrupt the magics of target summoned creature of a level (or approximate power level) equal to or less than your top level summoning spell. It cannot be re-summoned for a number of posts equal to its level. C. Give Form - When simultaneously cast with a non-summoning spell, will alter that spell so that its effect becomes embodied in creature form. D. Resurgence - Reanimate the nearby remains of a non-sentient creature. If no remains are within sight, random nearby ones will be chosen for you, rising from the earth if necessary. LEVEL 9 A. Summon Inhuman - Summon forth any sentient or near-sentient creature native to Bakara, be it fae, demon, or shavir. Cannot be larger than a shavir. Any magical abilities innate to the creature are present. Type of monster chosen upon learning. B. Fuse - A variation of the Meld spell, it can be cast on one real animal and one summoned animal. You control the melded creature. C. Warhorse - Passive. Creature summoning spells you cast come with specialized armor specific to the summon. D. Pillar of Instinct - Raise your hands to cause a massive pillar of wood, 10' tall and carved into a totem pole with glowing orange runes, to rise from the ground behind you. The closer one is to the pillar, the more their animal instincts take over and feral they become. Effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location. LEVEL 10 A. Summon Dragon - Summon forth a powerful dragon, no more than 50ft from tail to snout and 12 ft from foot to shoulder. Due to their solitary nature, if you have two dragon summons active at once, they will attack each other. Exact appearance up to caster upon learning, as is nature of its breath. Options are Fire, Ice, Acid, or Lightning. B. Calvary - Passive. Summoning spells you cast automatically create additional humanoid riders for each creature summoned. They are maintained as part of the original summoning. C. Summon Beastial Avatar - Summon a chimeric hydra, a serpent that is 30" in diameter at its thickest and 15' long. It has three necks and heads, one of a poisonous snake, one of a fire-breathing lion, one of a steel-horned ram. If any of its heads are severed, two more will grow back, one of which has a new type of animal head with its own traits. D. Wild Realm - All sentient beings within a 100' of you are transformed into wild animals of types determined by their natures. They retain their personalities and minds and any spells or abilities their new bodies could perform, but their apparel and items vanish until they change back.
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.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Doc walks in and purchases
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.
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.
For 200 gold
**He tossed a bag with 120 gold on the counter and grabbed the scroll on his way out.**
Private Mod Note
():
Rollback Post to RevisionRollBack
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.
Magnus enters and takes a deep breath "Gust scroll please." And places 45 of his gold and 75 of Gerr's onto the counter. Then grabs the scroll and starts heading out.
Christov
He swept into the building with Yoko on his heels and walked to the counter. He regarded the shop keep with a wary eye. ""Excuse me sir, my name is Christov, The Hunter. I am here on official peacekeeper business. I came to inquire if you know anything about this symbol." As he spoke he produced the book and gestured to the 7 pointed star.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Christov
"But who would want to destroy such common information..." He thought a moment. "Has anyone come in and purchased a torch scroll from you lately?"
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Christov
He pondered for a moment. "Well I am running out of options, but I believe there is a shop that specializes in books down in the artisan's quarter Scrivener's Nib I believe it's called, if you have no further questions for this man I think we should head there."
Illu and Illium entered. "Hi," he said cheerfully to the shopkeep. "We are looking for the light spell Corona Grasp and the force spell Smash. Do you have those here?"
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Riesig and Adskhan walk into the shop and both grab two spells. As they walk up to the counter they both realize that they thought the other was going to spot them the money for the second spell. "Dude, we don't have enough for both of us to get the level 4 ones..." They both looked down then waited for the other to concede. When neither did, Riesig said, "I know! Rock-paper-scissors, winner gets the scroll and owes the other." Adskhan grumbled and agreed. They played and Riesig won. They took their three scrolls (Torch, Firetrail, and Gust) up to the counter and laid 400 gold on the counter and walked out after thanking the shop keep.
**Lucian, more than a little drunk, staggered into the shop with a handful of gold in either hand, pieces of which he was continually dropping and picking up. He tossed it all down on the table--120 pieces, more or less--and grabbed a scroll off the wall.**
Lucian - "It'sh a level three... read people'sh fashes... shomething..."
**Before Harj could interject, he turned and nearly fell over on his way out the door... not noticing his beer belly was rapidly disappearing with every swaying step.**
Private Mod Note
():
Rollback Post to RevisionRollBack
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.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
**A giant drop of sweat beaded down Gamble's forehead.**
Gamble - "...right. Well, I guess that ends the foreplay then."
**Nervously clearing his throat, Gamble took a cautious step forward.**
Gamble - "So, um...Harj, right? We've been following leads related to this Deathcloak character that's been murdering people around town. Followed him back to a forge disaster a few years ago. The Brass Jacket?"
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
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**The oldest shop in Epicrin, The Silver Crescent is located on The Thoroughfare and is fairly easy to spot, having not changed in centuries despite the city's repeated attempts to gentrify it. A building of roughhewn stone and mortar, it has no windows or doors, its entrance protected by unseen warding magics. An ancient hand-painted sign baring a crescent moon hangs above it.
Inside is a small, dark, candlelit room where the proprietor, Harj, seems to be ever present, standing and waiting for the next customer to enter. Behind him is a pitchblack doorway to the backroom from which he fetches his scrolls while customers wait in small plush seats, a room no one but Harj has ever seen nor is likely to ever do so.
Harj himself is a little more than a shadow, a ever clad in a black hooded robe, little of his features ever visible in the dark shop or during the extremely rare sitings of him in the city proper. A man of few, mostly ominous words, most agree its best to simply buy ones scrolls and before they unknowingly insult the enigmatic and powerful shopkeep.**
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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.
Earth
Allign - Focus on the iron in your body to find magnetic north.
Pummel - Transmute your hands into living stone.
Sandblast - Release a burst of rough, scouring sand from your hand.
Etch - Your index fingertips can carve through stone as if it were lose clay.
LEVEL 2
Dirty Trick - With a sharp upwards gesture, cause dirt, dust and soil to fly up off the ground at a target's face.
Tread - The earth beneath your feet naturally shifts and shapes itself to give you solid, even footing in all the but most extreme terrain.
Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.
Erode - With the touch of one hand, you gradually weaken the strength of stone over the area touched.
LEVEL 3
Stoneshot - Stomp a foot on the ground to cause a chunk of stone to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch it in that direction.(Stone cannot be more than a foot in diameter, shape chosen on learning, must be blunt)
Stoneblade - Drive your hand into the ground as if it were water and pull out a sword of stone. Maximum length is 3'. Style up to caster on learning. You can only wield one of these at once. This sword will be reabsorbed into the earth on contact.
Tremble - Cause a 4' diameter of ground beneath a target's feet to violently tremble.
Obstruct - With a forward stomp of your heel, cause a 1' tall, 3' long ridge of stone to erupt from the earth in a target spot, either unbalancing a person standing on it or tripping someone in motion.
LEVEL 4
Nomads Kusarigama - Summon to your hands a single handed scythe of stone and iron, connected to a heavy stone weight by a 6' iron chain. When spun, you can have this chain extend itself link by link up to 20'.
Iron Champion - Your skin becomes the color and sheen of bronze and your eyes pupilless silver. Your weight is increased by half but this does not effect your movements. Damage that would be dealt to you by stone or metal weapons is drastically reduced. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Landscape - Transform a patch of ground 4' in diameter into another form of earth, such as soil, stone, scree, mud, or quicksand. Type chosen upon learning.
Armor - Clay flows up from the ground around your body and transforms into ceramic armor as hard as iron. The exact form of this armor is chosen upon learning.
LEVEL 5
Summon Earth Aspect - Summon an 18" tall armadillo of stone, dirt and sand. Can curl up into a ball and zoom around the ground. The longer it does so, the more and more earth it will pick up, making its ball-form bigger and bigger. Loses this material when it uncurls.
Upturn - An advanced form of Tremble, a 5' patch of ground beneath the target shakes so violently that it buckles and cracks, edges of rock erupting up at random.
Reforge - Repair a damaged or disabled metal or stone item you own. Takes time and focus, best done out of battle.
Plinth - Raise your hands skywards to raise the earth beneath your feet up to 30" in a short column of stone equal in diameter to your width.
LEVEL 6
A. Stonewall - Raise your arms to cause a wall of stone 6" thick, 4' long and as tall as you are, to shoot up out of the ground before you.
B. Render - While maintained, non-magical, non-living stone can be shaped with your hands like clay.
C. Forged Might - Transmute a metal object you are holding into a second skin bonded to your own over your hands and up your arms. The area covered depends on the size of object. This second skin has any magical effects the object did. When spell is dispelled, object returns to normal.
D. Sandstorm - Fill the air in a 50' radius around you with an obscuring whirlwind of grating, irritating sand.
LEVEL 7
A. Volley - Stomp a foot on the ground to cause three chunks of stone to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch each of these in that direction in turn. (Need not be the same direction for each stone. Stones cannot be more than a foot in diameter, shape chosen on learning, must be blunt.)
B. Terraform - Passive. Your Stoneshot and Volley spells can be transmuted with each casting into crystal (harder, cutting rather than blunt damage), clay (slightly less damaging than stone, splatters on impact and hardens to hinder movement of what it hits), or sand (less damaging that stone, explodes into harsh obscuring cloud on impact).
C. Footfall - The earth aids your every step. Your steps leave no footprints a make no sound. The earth pushes you as you jump and run, boosting your leaping power and speed.
D. Summon Sandstalker - Raise from the earth a summon of living sand (with jagged pieces of stone where necessary) in the form of a desert-dwelling creature of your choice, is the approximate size of a tiger whatever the species chosen. Species chosen upon learning.
LEVEL 8
A. Entrap - Raise your hands and clap them together to cause a dozen 10' tall, 2" thick spires of stone to erupt from the earth encircling a target.
B. Mine - Transmute a patch of ground into lutharin crystal. The exact effect depends on the crystal type, chosen upon learning.
C. Stone Armory - Passive. Your Stoneblade spell can be used to draw any kind of melee weapon from the earth and allows you to have two of these weapons at once. Weapons cannot be traded or sold to others.
D. Mirage Warrior - Summon from the earth an exact copy of yourself formed from sand. It is resistant to cutting damage but unable to deal cutting damage.
LEVEL 9
A. Shaft - Part the earth beneath your feet, then quickly reclose it, hiding you safely beneath the ground in an air-filled pocket beneath a foot of whatever type of earth you were standing on. When you end this spell, the earth will again part and the pocket will fill in from the bottom up, ejecting you.
B. Pillar of the Earth - Raise your hands and cause a massive pillar of stone, 10' tall, golden runed, and encircled by a spiraling iron ridge, to rise from the ground behind you. This pillar transforms the earth around it into mud, the closer to the pillar, the deeper and muddier it becomes (save for the ground beneath your feet). The pillar begins rotating, drilling into the earth and pulling the mud it has created towards the hole it is making. The closer to the pillar one is, the harder to escape the mud and the faster the mud pulls those caught in it towards the pillar. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Atlas - Call upon the earth and stone from the ground around you to encase you in a massive suit of living stone armor. This suit doubles your size and takes your appearance, complete with over-sized stone replicas of your items and weapons.
D. Living Desert - Transform yourself into living sand. You are able to shape your body as you wish while in this form and melee damage, while inflicting pain, does not cause injury. Form only lasts for three of your posts. Can only be used once per encounter. You are vulnerable to water in this form.
LEVEL 10
A. Column - By raising your hands, you can raise a column of stone, 4' in diameter, up from the ground in an area of your choice. Can be raised up to 20' tall. Can't be used indoors. Speed depends on weight present on area being raised.
B. Summon Earth Avatar - Summon a 12' tall golem of sandstone, marble and clay, veined with iron and crystal. Its head is brutish with a heavy jaw and brow. Its fingers end in claws and it can hurl heavy balls of loose clay.
C. Merge - Animate the earth on either side of you into a pair a massive arms, twice your height in length, composed of the surrounding earth. These arms move in concert with your own.
D. Arid Realm - Cause the ground in a 100' radius around you to become deep, loose sand, making movement within that area arduous and difficult.
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.
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.
Beastial
> You may rebuy spells to be able to cast new species of the same spell.
LEVEL 1
Summon Rodent - Summon forth a rodent to follow your commands. Species up to caster upon learning but will be no larger than a large weasel or small beaver.
Nocturnalize - Grant a creature or summoning you control night vision.
Heel - Will call to heel animals that are already familiar with you (presuming they don't hold a grudge), despite any distractions.
Summon Insects - Summon multiple insects or arachnids. Species is up to caster upon learning. Number summoned is dependent on the size of the species chosen.
LEVEL 2
Summon Bird - Summon forth a trained bird. Species up to caster upon learning but size will be no larger than a falcon.
Call - Turn your voice into a perfect imitation of any given animal's call.
Amphibiate - Grant a creature or summoning you control gills.
Serpent's Tooth - Summon to your hand a razor-sharp 8" dragon's tooth to be used as a weapon.
LEVEL 3
Summon Lizard - Summon forth a scaly lizard. Species up to caster upon learning, but size will be no taller than 16" in diameter (not counting tail).
Lure - Release a pulse of beastial magic that draws the attention of animals in the area like a beacon.
Toxify - Grant a creature or summoning you control venomous fangs.
Spider's Silk - Create, flying from your hand, a projectile blast of sticky spider webbing.
LEVEL 4
Summon Hound - Summon forth a loyal dog. Species up to caster upon learning but will be no larger than a doberman.
Savage Claws - Summon a pair of dragonbone clawed-knuckles over your hands. Blood drawn with these claws becomes irresistible to carnivorous animals in the area, marking the wounded as prey.
Untamed Champion - Choose upon learning three animals. This spell grants you the anthropomorphic head of the first, hands of the second, and tail of the third. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Chitter - You are able to speak to animals and understand their speech. Does not increase intelligence of animal or give you any control over them.
LEVEL 5
Summon Predator - Summon a large, wild feline or lupine creature to prey upon your foes. Species up to caster upon learning but will be no larger than an adult lion.
Summon Beastial Aspect - Summon forth what appears to be a duck-billed platypus. Can shapeshift to take the form of any non-sentient, non-summoned creature it can see. Learned or leveled abilities of the copied creature do not carry over.
Uncage - Target summoned creature no longer has to be maintained, but cannot be controlled. Lasts until end of encounter.
Scatter - Trigger a target uncontrolled animal's flight instinct, instilling a strong urge in them to flee. The smarter the animal, the weaker this effect.
LEVEL 6
A. Summon Brute - Summon forth a large powerful animal capable of standing, such as a bear, or ape, to do your bidding. Species up to caster upon learning.
B. Meld - Break down two summonings you control and unite their magics to make a new, merged creation.
C. Triad - Passive. Level 3 or lower spells you cast that would summon a creature summon three of those creatures instead.
D. Collar - Gain control of target real creature that is not trained or already under the control of another. The level of control is inverse to the size of the creature. Must be maintained.
LEVEL 7
A. Summon Beast - Summon forth a large wild beast of the type of your choice, such as a rhino, hippo, crocodile, or small elephant. No larger than a rhinoceros or small elephant.
B. Evolve - Alter the nature of a summoned creature you control, making it humanoid and more intelligent.
C. Summon Flock - Summon forth one or more of almost any species of bird you wish, the exact number dependent on the type of bird. Species up to caster upon learning.
D. Tame - Permanently tame target animal. May not always work, dependent on animal. Once this spell has been successfully used it cannot be used again.
LEVEL 8
A. Summon Pack - Summon a half dozen wild beasts to harry your enemies. Species up to caster upon learning but cannot be larger than a wolf or wild cat. Due to their territorial nature, if more than two packs are active at the same time they will attack each other.
B. Dismiss - Disrupt the magics of target summoned creature of a level (or approximate power level) equal to or less than your top level summoning spell. It cannot be re-summoned for a number of posts equal to its level.
C. Give Form - When simultaneously cast with a non-summoning spell, will alter that spell so that its effect becomes embodied in creature form.
D. Resurgence - Reanimate the nearby remains of a non-sentient creature. If no remains are within sight, random nearby ones will be chosen for you, rising from the earth if necessary.
LEVEL 9
A. Summon Inhuman - Summon forth any sentient or near-sentient creature native to Bakara, be it fae, demon, or shavir. Cannot be larger than a shavir. Any magical abilities innate to the creature are present. Type of monster chosen upon learning.
B. Fuse - A variation of the Meld spell, it can be cast on one real animal and one summoned animal. You control the melded creature.
C. Warhorse - Passive. Creature summoning spells you cast come with specialized armor specific to the summon.
D. Pillar of Instinct - Raise your hands to cause a massive pillar of wood, 10' tall and carved into a totem pole with glowing orange runes, to rise from the ground behind you. The closer one is to the pillar, the more their animal instincts take over and feral they become. Effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location.
LEVEL 10
A. Summon Dragon - Summon forth a powerful dragon, no more than 50ft from tail to snout and 12 ft from foot to shoulder. Due to their solitary nature, if you have two dragon summons active at once, they will attack each other. Exact appearance up to caster upon learning, as is nature of its breath. Options are Fire, Ice, Acid, or Lightning.
B. Calvary - Passive. Summoning spells you cast automatically create additional humanoid riders for each creature summoned. They are maintained as part of the original summoning.
C. Summon Beastial Avatar - Summon a chimeric hydra, a serpent that is 30" in diameter at its thickest and 15' long. It has three necks and heads, one of a poisonous snake, one of a fire-breathing lion, one of a steel-horned ram. If any of its heads are severed, two more will grow back, one of which has a new type of animal head with its own traits.
D. Wild Realm - All sentient beings within a 100' of you are transformed into wild animals of types determined by their natures. They retain their personalities and minds and any spells or abilities their new bodies could perform, but their apparel and items vanish until they change back.
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.
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
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.
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.
For 200 gold
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
Alec - "Spell... storm... charged... three."
**He tossed a bag with 120 gold on the counter and grabbed the scroll on his way out.**
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.
Acelin's Characters (since her sig won't work).
He swept into the building with Yoko on his heels and walked to the counter. He regarded the shop keep with a wary eye. ""Excuse me sir, my name is Christov, The Hunter. I am here on official peacekeeper business. I came to inquire if you know anything about this symbol." As he spoke he produced the book and gestured to the 7 pointed star.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
"Do you have any idea why a similar book might end up in cinders?"
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
"But who would want to destroy such common information..." He thought a moment. "Has anyone come in and purchased a torch scroll from you lately?"
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
He pondered for a moment. "Well I am running out of options, but I believe there is a shop that specializes in books down in the artisan's quarter Scrivener's Nib I believe it's called, if you have no further questions for this man I think we should head there."
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Vi - Apollo - Armory - Sokai - Kylar - Gerr - CT -Dmitri
Amaya - Lilith - Lazarus - Yoko the Fox - Eli
Assume Nothing."
They left together en rout to the book store.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Acelin's Characters (since her sig won't work).
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Acelin's Characters (since her sig won't work).
Acelin's Characters (since her sig won't work).
Lucian - "It'sh a level three... read people'sh fashes... shomething..."
**Before Harj could interject, he turned and nearly fell over on his way out the door... not noticing his beer belly was rapidly disappearing with every swaying step.**
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.
Gamble - "So, let's be on our toes here...I don't have a lot of hard info on this guy but he's pretty high on my list of Can Probably Melt You."
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series
Gamble - "...right. Well, I guess that ends the foreplay then."
**Nervously clearing his throat, Gamble took a cautious step forward.**
Gamble - "So, um...Harj, right? We've been following leads related to this Deathcloak character that's been murdering people around town. Followed him back to a forge disaster a few years ago. The Brass Jacket?"
Under Original Management!
Bane's Reading Suggestions
David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus
Jim Butcher: The Codex Alera Series