**Nestled on one of the more obscure back streets of the Old City, An Chartlann has long been known as the most comprehensive spellshop in Greevan. Entering through the heavy wooden door, one is hit immediately by the smell of old paper and the flickering glow of candle trees, small heavily-pruned shrubs which glow a pale yellow. In the back a visitor can usually find Elpenor, an unknowably old mage and longtime owner and patron of the store, whose heavily lined face, when he looks in a visitor's direction, seems both simultaneously perfectly sirene and immensely calculating.**
Light
LEVEL 1 Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining. Tint - Alter the perceived coloration of a target or a section of a target. Glare - Cause a target to become extremely shiny and eye-catching. LEVEL 2 Blind - Scatter the light before a target's eyes, momentarily blinding them. Lens - Manipulate the light before your eyes, granting you telescopic vision. Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness. Tag - Create the false image of writing on a blank target or surface. LEVEL 3 Corona Grasp - Focus the light around your hands into a blazing, burning aura. Reflect - Create an intangible mirror facing you in the air before you. It can be angled at will to see behind you or around corners, but others can catch your reflection in it just as easily. Erase - Bend the light to hide any markings or irregularities on an object or surface. Window - Solidify the light before you, creating a rectangular pane of completely transparent material with the brittleness of glass and your approximate dimensions. Unfailing Lantern* - Cleric Only - Create a glowing ball of light with thrice the intensity of a candle. The light cast by this spell will allow you to see through false images, illusions, and veiling magics. LEVEL 4 Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it. Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'. Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you. LEVEL 5 Summon Light Aspect - Summon a swarm of butterflies with wings of stained glass. They scatter and reflect the light, simultaneously drawing attention and disorienting those that look at them. Corona Burst - Summon to your hand a ball of light, condensed into a blazing, burning sphere that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact. Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards.
Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight. LEVEL 6
A. Convex - Warp the light that reflects off you, causing you to appear to others to be further away or smaller than you actually are.
B. Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic.
C. Decoy Lantern - Create a glowing ball of light with five times the intensity of a candle. The light cast by this spell draws people towards it, demanding their attention and scrutiny.
D. Pane - Passive. The Window spell can now be targeted, forming it in front of others instead of yourself. LEVEL 7
A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. Use of other light spells will shatter this effect.
B. Corona Beam - Release a stream of condensed light from your hand, creating a beam of blazing, burning light. Its width is that of your fist and range is 70 yards.
C. Flare - Trigger a brief but powerful flare of light which blinds all that see it for two posts.
D. Skywalker - The light beneath your feet momentarily takes solid form, allowing you to step on it very briefly. LEVEL 8
A. False Image - Intricately manipulate the light in an area no greater than 8 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound.
B. Corona Saber - Summon to your hand a silver hilt which emits a sustained beam of condensed burning light, 30" long.
C. Constellation - Throw out around you dozens of tiny ping pong ball sized stars in a 50' radius around you. They illuminate the area and burn those that touch them.
D. Haven - Solidify the light around you into a dome of hard but relatively brittle glowing crystal. This dome can be shattered outwards into a volley of shards at the cost of an additional spell. LEVEL 9
A. Subliminate - With a subtle gesture towards a target, repeatedly generate a small false image before their eyes, too brief for all but the most mentally aware to notice consciously. It will implant this image in their mind, working akin to a purely visual but much subtler form of the mind spell Suggestion.
B. Supernova - Cause the light in a target area to rapidly condense to the point it goes critical and explodes outwards with burning energy and a concussive blast.
C. Pillar of Suns - Raise your hands to cause a massive pillar of ivory, 10' tall and etched with glowing white/gold runes, to rise from the ground behind you. The runes of this pillar burn with great intensity, hurting the eyes and sunburning exposed skin with increasing intensity the closer one is to it. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Lightspeed - Momentarily transform yourself into pure light and instantaneously travel to any point you can see within 100 feet. Can only be used once every 7 posts. LEVEL 10
A. Mirror Realm - While maintained the light in a 100 foot radius around you reflects at random, creating an intangible mirror maze only you can see through.
B. Orbital Strike - Magnify and condense the sun's light into a powerful searing beam that descends from the heavens, 6" in diameter, for several seconds. Use only once every 5 posts.
C. Helios - You develop an incredibly intense glow that prevents others from looking directly at you and dispels any darkness that comes near you.
D. Summon Light Avatar - Summon a towering genderless angelic figure, 8' tall with four wings and garbed in golden armor that matches its long golden hair. It wields a sword of blazing light and a golden shield embossed with a silver sun. Its skin glows from within like a lantern, and its eyes are tiny suns whose gaze can't be escaped.
Dark
LEVEL 1 Shade - Create a thin veil of shadows over your eyes, weakening any light that passes through them. Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows. Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need. LEVEL 2 Shroud - Create a cloud of darkness around a target, 10' in diameter, that can't be pierced except by powerful magic light. Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning. Night's Hold - Bring your hands together and give the darkness there a sticky, tar-like substance. Bring them apart and the sticky darkness remains. Silhouette - You are able to read shadows, determining things about their caster (Use this and indicate the shadow, WM in charge will tell you what you can determine). LEVEL 3 Abyssal Grasp - Form an umbra of impenetrable shadow around your hands that is freezing, damagingly cold. Nightstalker - Animate your shadow. It becomes an intangible copy of yourself composed of utter blackness. Shadowcrawler - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a large domestic cat. Species this beast takes the form of is chosen upon learning. Bump in the Night - While maintained, any darkness you are in has just enough substance to act like a spider's web, alerting you to vibrations caused by movements through it within 15' of you. Shadowscry* - Initiate Only - While maintained you can peer into any pool of darkness and shadow to see through any other shadows or darkness you have passed through or touched this encounter. Use only twice per encounter. LEVEL 4 New-Moon Hooks - Summon to your hands a pair of hook swords, formed of tarnished iron and silver and crawling with shadows. These shadows will pass to any armor or weapons the swords hook or trap, biting at their wearer/wielder and causing pain. Midnight Champion - Your skin becomes ebon and runed with silver, with a mist of roiling shadows around you. You can leap as if you weighed a third of what you do. This shadowmist can flow over your weapons and armor, forming spikes and shards of solid blackness. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards. Encloak - By touch you can give a shadow or patch of darkness limited substance, so it will resist and slow anything that passes through it. This includes you. Depth - Grant darkness limited substance (slightly less substantial than water, more than air) to you and you alone, slowing you when wanted and allowing you to gain fleeting purchase on it. LEVEL 5 Summon Dark Aspect - Summon a dozen bats with wings of shadow. These bats can use shadows as portals and travel between them. Abyssal Blast - Summon to your hand a ball of shadow, condensed into a damagingly cold sphere of impenetrable darkness that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact. Shadow Guide - Your shadow reaches out and rips off a portion of the shadow of a living target within 10' of you. At any time you can release this portion of the shadow and it will seek out its owner. Shadow Net - Bring your hands together then shove them forwards and draw them apart, splaying your fingers. You weave a web of solid tarry darkness that flies forth and briefly ensnares a target before reverting to insubstantial shadows. LEVEL 6 A. Spook - A variation of the shade spell, it can be cast on others but is thicker and only at at the corners of the eyes, constantly shifting and making them think they detect movement around them when there is nothing. B. Abyssal Shield - Bring your hands together then hold them out before you as you draw them apart, splaying your fingers. You weave a web of solid, elastic darkness between your hands that will catch any physical projectile and slingshot it back at its source. C. Black Hole - Point with your index and middle finger at a location to generate a small, intense spot of darkness, 3" in diameter and 2 dimensional, in midair. This spot is a void, absorbing light and warmth from all around it and turning the surrounding area cold and dim. Creates a profound sense of gloom and misery. D. Shadow - Transform one of your arms, from the elbow on, into living shadow. For a moment you can shape it into the form of your choice, then it will become solid darkness. When you stop maintaining this spell your arm will revert to its normal composition and shape. LEVEL 7 A. Eclipse - With a snap of your finger, target light source increases the darkness of all in its range instead of illuminating it. B. Abyssal Torrent - Release a stream of condensed shadow from your hand, creating a torrent of freezing, damaging shadow. Its width is that of your fist and range is 70 yards. C. Void-Edge - Temporarily infuse a weapon your are holding with a void aura, absorbing light, heat and energy. The weapon loses any existing enchantments while this is in effect and its appearance becomes shadowy and indistinct, but it gains icy cold damage and, upon striking, can temporarily drain active magic from what it hits, depowering enchantments on it for the next 5 posts and dispelling summoned materials. Use only once per encounter per weapon. D. Shadowbeast - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a bear. Species this beast takes the form of is chosen upon learning. LEVEL 8 A. Shadow Clone - Encase yourself in a cloud of darkness which then separates into a pair of shadow copies of yourself, leaving you shrouded in a veil of darkness that makes you indistinguishable from the copies. These copies are dispelled if they sustain any real damage. B. Abyssal Stave - Summon to your hand a hilt of ebony that emits from both ends contained beams of intensely, damagingly cold darkness, each 15" long. C. Wormhole - Passive. By double casting Black Hole, you can link them, swelling them to a foot in diameter and causing anything that enters one to exit the other. D. Duskform - Fuse yourself with your shadow, granting yourself a second pair of living shadow arms with cold damaging hands and a second pair of silvery eyes in the back of your head. LEVEL 9 A. Dance of Shadows - Animate every shadow in a 100' radius around you with a malevolent, impish will. While intangible they will do everything they can to obscure, distract, anger and generally cause chaos for everyone and everything around them except you. B. Abyssal Wings - Grant yourself a pair of bat wings formed from darkness. These wings are razor edged and damagingly cold to others. C. Pillar of Oblivion - Raise your hands to cause a massive pillar of ebony, 10' tall and etched with glowing purple runes, to rise from the ground behind you. The closer one comes to the pillar, the colder and more miserable they are. Energy projectiles are also drawn towards the pillar with increasing strength the closer they come to it. Effect ends when the spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. D. Shadowform - Momentarily transform yourself into intangible shadow, allowing objects to pass through you. Can only be used once every 6 posts. LEVEL 10 A. Shadow Realm - Fill the area in a 100' radius around you with an impenetrable darkness. This darkness is arctic cold, causing pain to those that aren't adapted or dressed for it, reducing the strength of those that are caught within it by one level and driving away any feelings of hope. B. Eldritch Abomination - Call forth the darkness of the empty places beneath the earth, intensifying it, causing it to erupt from the ground in the form of six side-by-side tentacles of damagingly cold darkness that reach out and grab everything around them. C. Portal - Passive. When linking two Black Hole spells, you may have them swell to 6' in diameter instead of 1' as long as they are at least 10' from you and from each other. D. Summon Dark Avatar - Summon a dark purple skinned demonic entity, with bat wings of solid shadow and the head of a jackal. It wears blackened, cracked armor and wields a a pair of lashes encased in an aura of biting cold darkness.
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.
Mind
LEVEL 1 Charisma - A target you cast this on will find you more charming and impressive than normal. Fade - When cast on a target, it inhibits their ability to remember faces unless they actually focused on a face. Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking. Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion. LEVEL 2 Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter. Sleight - Create an illusionary object of your choice in your hand. Must be small enough to actually sit in the palm of your hand. Poke - Cause a target to hallucinate a firm but painless phantom touch. Jibe - The target will take offense at what they are hearing. LEVEL 3 Distraction - Compel a target to direct their focus onto you. Psy-Arm - Generate an illusionary weapon in your hand, no larger than 3' long. This weapon passes through objects without doing harm but triggers illusionary pain. Skepticism - The target will experience a surge of disbelief at what they are hearing. Self-Aware - Passive. You are instantly alerted to any attempts to alter your thought processes or emotions. Does not prevent the effect, just makes you aware of them to try and deal with the influence. LEVEL 4 Daze - Disrupt a target's mind, dazing and disorienting them. Psionic Chakrams - Summon to your hand a pair of steel throwing rings with an s-shaped crossbar of brass. When thrown you can mentally maintain their momentum and influence the angle of their ricochets. Willful Champion - Your body becomes encased in a semi-opaque silver psychic aura that prevents actual physical contact, protecting you from cutting and contact damage. You are able to momentarily extend the aura around any one part of your body by 8" to increase the reach of your blows. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Deny - Apply the psychic force of your mind against a moving object, slowing it to a degree dependent on its speed and mass. Confidence* - Cleric Only - Instills the target with a deep sense of trust and desire to confide in the caster as long as there is no existing hostility between the two. LEVEL 5 Mindlash - Lash out at a target's mind with a psychic attack, causing them to experience a crippling stab of pain. Summon Mind Aspect - Summon an owl with feathers of silver and eyes of gold. Its gaze, if met, is mesmeric. Impersonate - By holding a mental image of another person's face in your mind, you mentally project it into the minds of those around you, replacing your face in their perception with the chosen image. The rest of your appearance is unaffected. Feedback - Amplify anything that crosses a targets mind during their next post, be it an emotion or impulse, causing them to loose control of it. If the target would use a mind magic attack that post, it will backfire on them. Use only once every 5 posts. Condition* - Initiate Only - Causes the target to experience extreme pain when either lying or telling the truth, which can be chosen on casting. LEVEL 6 A. Suggestion - Focus your will on a person while speaking to them. The next suggestion you make to them seems as if it was their idea and they will have no memory of you saying it. They will not automatically act on that idea, and can dismiss it if it is completely outrageous or out of character. B. Aphase - Temporarily disrupt a target's ability to use or understand spoken language. Lasts three posts. Can only be used on a target once per encounter. C. Complete Awareness - Passive. Your mind more efficiently processes all your sensory input, granting you complete awareness of your surroundings. D. Telekinesis - Focus the full power of your mind on an object no greater than a foot in diameter to move it. Cannot be used to launch or throw objects with that great a force. Most adapted for fine or precise movement. LEVEL 7 A. Perception - A field of subtle magics encourages people not to notice your presence unless something draws their attention to you, or where you are. B. Announce - Cause a target's inner monologue to become spoken dialogue for the next three posts. Can only be used on a target once per encounter. C. Complete Restraint - Passive. You are immune to mind or emotion altering effects. D. Flight - Passive. Your telekinesis spell is magnified when used on yourself, allowing you to levitate and move yourself through the air using just the power of your mind. LEVEL 8 A. Delusion - Plant an idea into someone's head, giving them a powerful hallucination that effects all of their senses. You suggest its nature but do not completely control it. Only effects the target. B. Abolish - A target's focus is completely disrupted, forcing them to stop maintaining any spells they are maintaining. They cannot cast those spells again for X posts, where X is that spell's level. You cannot use Abolish again for the same number of posts. C. Complete Control - Passive. Your mind and body are in complete synchronisation. This control cannot be co-opted and you can suppress discomfort, pain, and illness. D. Force of Will - Passive. Your Telekinesis Spell can move two objects at once or one object twice the normal size. LEVEL 9 A. Suppression - Target completely forgets how to use the last spell or technique they used until the end of the encounter. Can only be done once per encounter per target. B. Annul - Choose one of the five senses. Target person's mind loses the ability to process that sense for the next six posts. Use only once per person per encounter. Can choose a different sense on each casting. C. Complete Focus - Passive. You gain an extra spell/maintaining per turn. D. Pillar of Unreality - Raise your hands to cause a massive pillar of silver, 10' tall and covered in glowing blue runes and eye-carvings, to rise from the ground behind you. This pillar creates an illusionary environment around it which, augmented by telekinetic force, has a greater physical reality the closer one gets to it. This environment is not under your precise control, and extends in a 100' radius. Effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location. LEVEL 10 A. Collusion - Gain access to target person's spell knowledge. Can be cast only once per encounter. Lasts three posts, but spells cast during this period can be maintained beyond it. B. Arrest - Completely shut down a target's ability to control their body, locking them in place. This ability can be overridden by the survival instinct if the effect would put the target in danger. Use only once per encounter and only for six posts. C. Summon Mind Avatar - Summon a djinn, a mythical entity from beyond the Scionics. Its torso is muscular and sky blue, below that it is intangible mist. Its hair and beard are white and held by silver bands that match the ones around its wrists. It has a mind of its own, but will use its vast mind magics to fulfill your wishes, though there may be backfires. D. Mastered Realm - Focus the full power of your mind on all objects no greater than a foot in diameter within 100' of you to move them. Cannot be used to launch or throw objects with that great a force. Most adapted for precise movement.
Body
LEVEL 1 Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving. Slash - Thicken and elongate your fingernails into talon-like claws. Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations. Itch - Target experiences strong, persistent and annoying itchiness. LEVEL 2 Feel - Boost your body's physical sensitivity, enhancing your sense of touch. Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish. Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity. Unhinge - Make yourself double-jointed. LEVEL 3 Harden - Thicken and toughen your skin into a leathery armor. Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state. Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time. Palm - Shapeshift the flesh of your hand to absorb an object you, and you alone, are holding into it, either hiding it or merging with it. This does not change the shape of the item, so its shape and size may inhibit your ability to hide or merge with it. LEVEL 4 Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining. Sicken - Disrupt a target's bodily processes, making them feel severely ill, with cramping, feverishness, and vomiting. Gladiator's Cestus - Summon around your hands a pair of leather gloves, plated and spiked with bone. Pain inflicted by these is felt twice as intensely. Arena Champion - You become a foot taller and more muscular. You gain a passive strengthen effect and can shape your arms into a variety of bone melee weapons. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Silence* - Initiate Only - Shape the flesh and skin on target person or creature's face to seal their mouth. Lasts 3 posts unless maintained. LEVEL 5 Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances. Forearms - Shapeshift yourself into growing another pair of arms as long as this is maintained. Summon Body Aspect - Summon a monkey with physical characteristics dependent on the race of the caster. Spells that would effect your body effect the body of the summoning as well. Reflex - Through striking a part of a person's body, you can magically slow that part's response to attempts to move it as long as this spell is maintained. LEVEL 6 A. Patch - By contact, a target's flesh and muscles shape themselves around a serious wound or break, forming an organic stitch or brace that will keep them from fighting until they can get the injury properly healed. B. Infect - By contact you can transfer any effects of sickness, poison, herbal mixtures or potions in your system into another target person. C. Perimeter - Exert your will within a 2' radius around you, repelling any flesh that would attempt to breach this perimeter. Can only be maintained over 6 posts per encounter. D. Osmose - Transform the magics composing a summoned creature you control into body magics, then absorb them into yourself. Your form alters in a way unique to the summoning for as long as this spell is maintained. LEVEL 7 A. Titan - Double a target's size for as long as this spell is maintained. Includes apparel and items because it just does. B. Dwarve - Halve the size of a target for as long as spell in maintained. Includes equipment. C. Impose - Cause a physical sensation of your choice anywhere on a target's body. D. Mimic - By contact, you can copy a person's muscle memory. This allows you to perform any physical skills they have for as long as you maintain this spell. LEVEL 8 A. Bounce - Target's flesh becomes extremely resilient and flexible, making them extremely bouncy and rubbery as well as resistant to blunt force damage. B. Hypersensitivity - With a wave of your hand, target's sense of touch becomes intensely and painfully magnified. The slightest touch, even a brush of their own clothing, will set off extreme pain. C. Puppeteer - Force a target humanoid's body to echo your own movements. This ability cannot override survival instinct and force them to do anything obviously lethal or possibly life threatening to themselves. D. Clone - By touch, you can transform your body into a copy of the person you touched. You gain any natural, unlearned and innate traits that body comes with. Does not change your clothing or items. Must be maintained and the change is instantaneous upon contact. LEVEL 9 A. Collective Might - Channel the physical strength of allies for one post, increasing your strength by one level for each level above average your allies have collectively. Their strength is lost while you borrow it. Use only twice per encounter. B. Pillar of Ages - Raise your hands and cause a massive pillar of bone, 10' tall and etched with glowing red runes, to rise from the ground behind you. The closer one is to the pillar, the older they become (the effect reversing the further away you get). People cannot be aged or de-aged into death or unlife. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Animate - Passive. Your Puppeteer spell can work on non-living humanoid bodies. D. Fission - Cause your body's mass to rapidly double and then split, creating an identical copy of yourself. This copy is clothed and armed with leather and bone copies of your own equipment. You and this copy share a mind and any use of spells or abilities by the copy count towards limits as your own. LEVEL 10 A. Perfection - While maintained, your body becomes your physical ideal, a form which comes with its own physical abilities. Chosen upon learning (requires WM approval). B. Dominant Realm - Everyone within 100' of you when you cast this spell becomes incredibly weary and physically weak, barely able to stand. Requires total focus to maintain, cannot attack while this is in effect. C. Summon Body Avatar - Summon a towering 12' tall cyclops of incredible musculature and menace, wielding a club of bone. Its eye's gaze triggers the body's flight response. D. Remake - Transform your flesh into a living version of any solid material your hand is touching.
Plant
LEVEL 1 Grow - Rapidly accelerate the growth of a plant by several months. Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers. Blossom - Cause a plant to rapidly blossom and bear an edible, tasty fruit. Fruit does not stay fresh for more than an hour. Raise Cultivorian - Summon from the earth a mouse-sized, spider-shaped plant creature with tendrils for legs, thorns for mandibles and a nut for a body. LEVEL 2 Prune - Cause a small to medium plant or part of a larger plant, to wither and recede. Trellis - With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface. Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons. Rooted Stance - Strong roots grip your feet to the ground beneath them, allowing you to remain surefooted on any terrain and preventing you from being pushed back. LEVEL 3 Sapling - Cause a slender and flexible sapling to erupt from the ground before you, as tall as you are. Can be plucked from the ground and used as a staff weapon. Vine Lash - Grow from your wrists a pair of six foot vines usable as whips. Camouflage - Grow from the earth an intertangled mass of leafy vines that can be pulled over yourself in wooded areas to hide. Vitalize - Animate a small plant (or small area of plant life) under your control, such as a shrub, small bush, single branch or vine. This animation allows slow movement along ground for rooted plants. LEVEL 4 Warp - With a quick hand gesture cause a single piece of wood you see to warp and twist, shattering any mundane woods lacking magical traits. Heartwood Hatchets - Summon to your hands a pair of ironwood hatchets. Grow will allow you to enlarge these to fire-axe or battleaxe size, even after being thrown. Nature's Champion - Your skin develops natural leaf-mail as hard as wood and you grow thorns of various lengths and curvatures (no greater than 6 inches) over your body, chosen upon learning. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after. Remedy - Grow a patch of moss over a wounded person or animal. This moss has medicinal properties and accelerates the healing of that wound. LEVEL 5 Rootgrasp - Cause thick 1' long grasping root tendrils to erupt from the ground and grab a target in attempt to immobilize it. Raise Plant Aspect - Summon a cat-sized spider with thorn mandibles and twig-legs. It can rapidly spin a sticky sap webbing. Ensconce - Run your hand over an object or surface to spread a sticky sap that will rapidly harden into amber plating as hard as stone. Pathshape - Living plants will bend and sway in the directions of your choice according to your will, only as far they naturally can without damaging themselves. LEVEL 6 A. Vine Snare - While casting Vine Lash, you are able to control the movements of the lashes at will, making them more akin to tentacles. B. Nurture - Accelerate the growth of a plant by years. Can be used to heal damaged plant life. Can also be used to repair damaged or disabled wooden items you own, but this takes more time and focus and is best used out of combat. C. Raise Forestguard - Summon from the earth a humanoid plant creature with hair of leaves and skin birch armor. Hardened amber clings to it like plate armor and arm is elongated and bent in the semblance of a hand holding a sword. D. Bridge - Plants and trees will automatically animate, move and bend themselves into empty spaces to form a solid surface for you to walk on, if they are available. LEVEL 7 A. Thornspray - Sprout three 5" thorns protruding out from your knuckles like claws. You can launch these thorns outwards with great force. Can be painful to use. B. Briar Cage - Cause ironwood branches lined with 6" thorns to erupt from the ground all around you, forming a protective dome around you. C. Raise Heartwood - Summon out of the earth a custom mobile plant creature, no larger than a bear. Must be mod approved. D. Xylokinesis - Exert your will over target wooden object no more than 3' in diameter and animate it in a form akin to telekinesis. LEVEL 8 A. Foliage - Release from your hands a cloud of razor-like leaves, flitting through the air around you in a 10' diameter, both obscuring you and warding off attackers. B. New-Wood - Cause a sapling to erupt from the ground which grows through its life-cycle at a highly accelerated pace. By your next post it will be a fully grown oak tree. It will live for three posts after that then die. Can only be used outdoors. C. Raise Thornrippers - Summon out of the earth a half dozen lupine-like plant creatures with musculature of vines, fringes of moss fur, and thorns for claws, fangs and and forming a ridge along its back. D. Vivify - Animate a large plant under your control, such as a hedge or tree. This animation allows for slow movement along the ground for rooted plants. LEVEL 9 A. Vine Scourge - Passive. Your Vine Snare vines are a foot longer and split into three vines after a foot. B. Pillar of The Primeval - Raise your hands and cause a massive pillar of wood, 10' tall and covered in branches and glowing green runes, to rise from the ground behind you. Causes a forest to spring forth out of the ground, extremely thick and wild immediately around the pillar and thinning out the farther one gets from the pillar. Plants' growth will shape as to not destroy buildings this radius intersects one or is cast inside of one. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Raise Oakenfist - Summon out of the earth a 12' tall treefolk with two massive branch arms and root feet. D. Scavenge - Plunge your hand into a tree as if it were water and remove from it a wooden object of you choice. Must be made of one continuous piece of wood with no other materials and sized so it could have fit within the dimensions of the tree, as if it were carved from within. Any item so large it would necessitate taking the tree's heartwood will kill the tree if it is still alive. LEVEL 10 A. Symbiotic Titan - Create a custom armor suit of animate plant-life with an appearance and defenses or weaponry of your own design, chosen upon learning (Must be WM approved). B. Verdant Realm - Cause an extremely dense, high, and thorn-filled hedge maze erupts out of the ground in a 100' radius around you. Plants growth will shape as to not destroy buildings this radius intersects with or is cast inside of one. C. Raise Plant Avatar - Summon from the earth a powerful plant creature in the form of an 8' tall antlered centaur, made of vines, bark, branches, leaves and thorns. It can rearrange its component parts to shapeshift itself into plant versions of mundane wild animals. D. Nature's Revolt - Animate all plants in a 100' radius of you with violent intent focused on a single target. This animation allows for movements along the ground.
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.
Spirit
LEVEL 1 Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is. Mark - By contact you can mark a person's aura, which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time. Divine - Sense if any spirits are in the area and their general mood. Home - You can anchor a part of your spirit to a single location ever. By casting this spell you will reconnect with that bit of your spirit and sense what is going on in that location. LEVEL 2 Peer - You are able to see and decipher other people's auras, revealing their emotions. Incite - Cause a target to grow angrier and potentially violent. Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you. Touch - Using this while touching an object will give you a mental image of the person with the greatest connection to it. Clarity of this image is dependent on their personal connection to the item. Use once per encounter. LEVEL 3 Hado - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood. Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter. Succor - You can perceive the auras of those in distress, which shine so brightly they light up the area around them like a bonfire from a distance. Heartlight - Intensify the aura around one of your hands into a bright, visible radiance whose hue and contact effect are based on the emotion which is the strongest in you at all times. LEVEL 4 Imprint - Call forth the image of the most recent spirit to be created (meaning the most recent death) in the area. Soul Daggers - Summon a pair of daggers whose exact appearance reflects your inner spirit. The more damage dealt by these daggers the more intense fear and panic they trigger. Inner Champion - Take on a magical warrior form based off your inner spirit. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards. Seeker - Passive. Your Mark spell now draws any projectiles magics you use towards the marked. LEVEL 5 Pacify - Lull a target into a deep deep calm. Effect will be broken by acts of aggression against the target. Hado-Ken - Release from your hand a projectile forged from your life-force. Its appearance and properties vary from caster to caster. Malajanus - Alter a person's aura to inflict bad luck on them. Certain people are resistant to this effect (Can only be used on NPCs). Summon Spirit Aspect - Summon a large golden tabby-cat. The greater the hostility there is for you amongst others in the vicinity, the larger, wilder and fiercer the cat's form is. The greater the love and respect, the larger, happier and and cuddlier it is. Restore* - Cleric Only - Revert a body part or object to its natural state, undoing recent damage, injury or alteration. LEVEL 6 A. Fear - Instill deep terror and fear in a target. B. Manifest - Cause a non-hostile local spirit to manifest. It remains incorporeal. Can be questioned about recent events in the area. C. Feed - Syphon life-force from another living creature, killing non-magical small animals and disorienting anything larger. Your healing is accelerated akin to the spell Heal and your energy is revitalized. D. Ethereality - Phase your spirit partially into the spirit world, reducing the effects of physical contact made by or on you for as long as this is maintained. LEVEL 7 A. Soulcry - By contact with a person's aura, you can absorb flashes of their memories and past emotions. B. Phantasm - Cause a hostile local spirit to manifest. The degree and nature of its ability to interact with the physical world varies from spirit to spirit. You have no control over it. C. Bind - Bond your life-force to another's. Any damage that person deals to you is dealt back to them and vice-versa. D. Projection - You are able to separate your spirit from your body, allowing it to travel imperceptibly within a range of 200 yards of your body. Your body is left inanimate and defenseless while this is in effect. If your body becomes injured, this effect will end. LEVEL 8 A. Phobos - Absorb of portion of a person's aura into your own, giving you knowledge of their greatest fear and, if you wish, altering your aura so you appear to that person as an embodiment of that fear. B. Benefactor - Cause a spirit that is personally linked to you in some way to manifest, either to aid you or hinder your enemies. Who this spirit is and what kind of aid they give is decided upon the first casting of the spell. C. Summon Nemesis - Draw on the life-force a target, and forge it into a summoning that reflects the antithesis of their inner spirit. D. Advanced Projection - While using the Projection Spell your wandering spirit is able to cast any spirit spells you know that do not effect yourself. LEVEL 9 A. Pariah - Alter a target's aura, causing any that see them to feel intense feeling of hatred and aggression towards them. B. Pillar of Transience - Raise your hands to cause a massive pillar of amber to rise from the ground behind you, 10' tall and carved with imagery of you and glowing orange runes. The closer one is to the pillar, the thinner the veil between the physical world and the spirit world, reducing their interaction with the physical world and increasing the ability for the spirit world to interact with them. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location. C. Blessed Being - Channel all your focus and will into bolstering your life-force, making you immune to damage. Lasts no more than three posts. Any attempt at an act of aggression on your part during this effect will recoil back on the aggressor with crippling pain and spasming. D Complete Projection - While using the Projection Spell, you convert your physical form to pure spirit energy and instantly teleport it to your spirit's location. This process is disorienting and leaves you unable to accurately cast spells or wield weapons during the post you do it or the post after. LEVEL 10 A. Pathic Realm - Release waves of spirit magics that alters the auras of everyone in a 100' radius, inducing an emotion of your choice within them. Choose emotion upon learning. B. Summon Spirit Avatar - Summon a sphinx the size of an elephant, with your face, the wings of a golden eagle and body of a great lion. Its nature an abilities depend on the emotion that is strongest in its caster (in general, not at the moment, decided on learning and created by WM, can be changed rarely if you undergo a major personality change). C. Savior - Bind your life-force to another person's granting them all your abilities and spells as well as drastically boosting their healing rate. While this is maintained, you lose your spells and abilities and are left extremely weak and weary. Can only be used once per encounter and can only be maintained for 7 posts. D. Convergence - Bind together your spirit and the spirit realm around you, altering yourself and gaining traits based on the area this spell is used in.
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.
Juris and Marius entered the spellshop. Juris purchased a spell scroll containing Tread and Marius purchased one containing Transmute. Marius read his spell scroll gaining its knowledge and then Juris did the same with his newly purchased one and the one he had gotten in trade with Marius. He added their knowledge to his slowly increasing pool of spells. They both left the shop after giving their thanks to the owner.
Bane's Reading Suggestions David Eddings: The Belgariad, Mallorean, Elenium and Tamuli Series. The Redemption of Althalus Jim Butcher: The Codex Alera Series
Morgan sat outside An Charltann, reading over her purchased scrolls. After spending some time admiring their effects on her warmage pieces, she wandered off.
Saol enters the shop and quickly purchases the level 2 Plant spell Razorleaves and immediately reads the scroll to gain its knowledge. He quickly leaves the spellshop.
Olo walks in, grabs Mindlash, Telekinesis, and Flight. Pays the shopkeeper the 720 gold, reads his new spells and then falls to a knee as the sheer influx of power surges through him. He quickly adjusted, smiled to the clerk and thanked them on his way out.
Diarnan enters and purchases the anchor spell. He struggles reading it but eventually is filed with knew knowledge as its power joins with him. He Thanks the shop keeper and bounces back out the door.
Light
LEVEL 1
Lantern - Create a floating ball of light before you that follows you and lights your way with the intensity of a candle
Beacon - Create a bright ball of floating light that soars high into the air and hangs there stationary until the end of the encounter or until you will it to vanish. Does not require maintaining.
Tint - Alter the perceived coloration of a target or a section of a target.
Glare - Cause a target to become extremely shiny and eye-catching.
LEVEL 2
Blind - Scatter the light before a target's eyes, momentarily blinding them.
Lens - Manipulate the light before your eyes, granting you telescopic vision.
Seeker Lantern - Create a glowing ball of light, with twice the intensity of a candle, that follows you around and will seek out nearby sources of light when desired. Handy if lost or searching in darkness.
Tag - Create the false image of writing on a blank target or surface.
LEVEL 3
Corona Grasp - Focus the light around your hands into a blazing, burning aura.
Reflect - Create an intangible mirror facing you in the air before you. It can be angled at will to see behind you or around corners, but others can catch your reflection in it just as easily.
Erase - Bend the light to hide any markings or irregularities on an object or surface.
Window - Solidify the light before you, creating a rectangular pane of completely transparent material with the brittleness of glass and your approximate dimensions.
Unfailing Lantern* - Cleric Only - Create a glowing ball of light with thrice the intensity of a candle. The light cast by this spell will allow you to see through false images, illusions, and veiling magics.
LEVEL 4
Nova Morningstar- Summon to your hand a spiked ball and chain mace of ivory. It scatters the light as it moves, making it hard for others to accurately see and engage it.
Shining Champion - Your skin and hair turn ghost white, your eyes glow like lanterns. You are able to hover and fly around up to a foot off the ground. Weapons you wield gain a burning aura of intense light. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Daylights - Release an intense beam of sunlight from your hands. Will cause a painful sunburn on exposed skin. Sun-sensitive races will be effected more severely. Range is approximately 6'.
Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you.
LEVEL 5
Summon Light Aspect - Summon a swarm of butterflies with wings of stained glass. They scatter and reflect the light, simultaneously drawing attention and disorienting those that look at them.
Corona Burst - Summon to your hand a ball of light, condensed into a blazing, burning sphere that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact.
Blink - Freeze the light in a 10' radius around you for a moment, preventing anything happening during that moment from being seen, even by you. The brain will automatically compensate for and not register this gap if things seem relatively unchanged afterwards.
Photosynthesis - Passive. You are untiring and your strength level is increased by one, but only while in sunlight.
LEVEL 6
A. Convex - Warp the light that reflects off you, causing you to appear to others to be further away or smaller than you actually are.
B. Mirror Shield - Alter the light before you to generate an intangible mirror that will reflect back any projectile attacks composed of energy or non-substantive magic.
C. Decoy Lantern - Create a glowing ball of light with five times the intensity of a candle. The light cast by this spell draws people towards it, demanding their attention and scrutiny.
D. Pane - Passive. The Window spell can now be targeted, forming it in front of others instead of yourself.
LEVEL 7
A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. Use of other light spells will shatter this effect.
B. Corona Beam - Release a stream of condensed light from your hand, creating a beam of blazing, burning light. Its width is that of your fist and range is 70 yards.
C. Flare - Trigger a brief but powerful flare of light which blinds all that see it for two posts.
D. Skywalker - The light beneath your feet momentarily takes solid form, allowing you to step on it very briefly.
LEVEL 8
A. False Image - Intricately manipulate the light in an area no greater than 8 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound.
B. Corona Saber - Summon to your hand a silver hilt which emits a sustained beam of condensed burning light, 30" long.
C. Constellation - Throw out around you dozens of tiny ping pong ball sized stars in a 50' radius around you. They illuminate the area and burn those that touch them.
D. Haven - Solidify the light around you into a dome of hard but relatively brittle glowing crystal. This dome can be shattered outwards into a volley of shards at the cost of an additional spell.
LEVEL 9
A. Subliminate - With a subtle gesture towards a target, repeatedly generate a small false image before their eyes, too brief for all but the most mentally aware to notice consciously. It will implant this image in their mind, working akin to a purely visual but much subtler form of the mind spell Suggestion.
B. Supernova - Cause the light in a target area to rapidly condense to the point it goes critical and explodes outwards with burning energy and a concussive blast.
C. Pillar of Suns - Raise your hands to cause a massive pillar of ivory, 10' tall and etched with glowing white/gold runes, to rise from the ground behind you. The runes of this pillar burn with great intensity, hurting the eyes and sunburning exposed skin with increasing intensity the closer one is to it. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Lightspeed - Momentarily transform yourself into pure light and instantaneously travel to any point you can see within 100 feet. Can only be used once every 7 posts.
LEVEL 10
A. Mirror Realm - While maintained the light in a 100 foot radius around you reflects at random, creating an intangible mirror maze only you can see through.
B. Orbital Strike - Magnify and condense the sun's light into a powerful searing beam that descends from the heavens, 6" in diameter, for several seconds. Use only once every 5 posts.
C. Helios - You develop an incredibly intense glow that prevents others from looking directly at you and dispels any darkness that comes near you.
D. Summon Light Avatar - Summon a towering genderless angelic figure, 8' tall with four wings and garbed in golden armor that matches its long golden hair. It wields a sword of blazing light and a golden shield embossed with a silver sun. Its skin glows from within like a lantern, and its eyes are tiny suns whose gaze can't be escaped.
Dark
Shade - Create a thin veil of shadows over your eyes, weakening any light that passes through them.
Swathe - Cover yourself in a thin skein of utter blackness, allowing you to hide undetectably amongst shadows.
Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features
Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need.
LEVEL 2
Shroud - Create a cloud of darkness around a target, 10' in diameter, that can't be pierced except by powerful magic light.
Shadowblade - By reaching into any unlit container, you can form the darkness within into an icy cold knight dagger of solid shadow. Dagger is maintained like a summoning.
Night's Hold - Bring your hands together and give the darkness there a sticky, tar-like substance. Bring them apart and the sticky darkness remains.
Silhouette - You are able to read shadows, determining things about their caster (Use this and indicate the shadow, WM in charge will tell you what you can determine).
LEVEL 3
Abyssal Grasp - Form an umbra of impenetrable shadow around your hands that is freezing, damagingly cold.
Nightstalker - Animate your shadow. It becomes an intangible copy of yourself composed of utter blackness.
Shadowcrawler - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a large domestic cat. Species this beast takes the form of is chosen upon learning.
Bump in the Night - While maintained, any darkness you are in has just enough substance to act like a spider's web, alerting you to vibrations caused by movements through it within 15' of you.
Shadowscry* - Initiate Only - While maintained you can peer into any pool of darkness and shadow to see through any other shadows or darkness you have passed through or touched this encounter. Use only twice per encounter.
LEVEL 4
New-Moon Hooks - Summon to your hands a pair of hook swords, formed of tarnished iron and silver and crawling with shadows. These shadows will pass to any armor or weapons the swords hook or trap, biting at their wearer/wielder and causing pain.
Midnight Champion - Your skin becomes ebon and runed with silver, with a mist of roiling shadows around you. You can leap as if you weighed a third of what you do. This shadowmist can flow over your weapons and armor, forming spikes and shards of solid blackness. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Encloak - By touch you can give a shadow or patch of darkness limited substance, so it will resist and slow anything that passes through it. This includes you.
Depth - Grant darkness limited substance (slightly less substantial than water, more than air) to you and you alone, slowing you when wanted and allowing you to gain fleeting purchase on it.
LEVEL 5
Summon Dark Aspect - Summon a dozen bats with wings of shadow. These bats can use shadows as portals and travel between them.
Abyssal Blast - Summon to your hand a ball of shadow, condensed into a damagingly cold sphere of impenetrable darkness that can be launched from your hand at around 80 mph. Ball is the size of the caster's fist and has the density of water on impact.
Shadow Guide - Your shadow reaches out and rips off a portion of the shadow of a living target within 10' of you. At any time you can release this portion of the shadow and it will seek out its owner.
Shadow Net - Bring your hands together then shove them forwards and draw them apart, splaying your fingers. You weave a web of solid tarry darkness that flies forth and briefly ensnares a target before reverting to insubstantial shadows.
LEVEL 6
A. Spook - A variation of the shade spell, it can be cast on others but is thicker and only at at the corners of the eyes, constantly shifting and making them think they detect movement around them when there is nothing.
B. Abyssal Shield - Bring your hands together then hold them out before you as you draw them apart, splaying your fingers. You weave a web of solid, elastic darkness between your hands that will catch any physical projectile and slingshot it back at its source.
C. Black Hole - Point with your index and middle finger at a location to generate a small, intense spot of darkness, 3" in diameter and 2 dimensional, in midair. This spot is a void, absorbing light and warmth from all around it and turning the surrounding area cold and dim. Creates a profound sense of gloom and misery.
D. Shadow - Transform one of your arms, from the elbow on, into living shadow. For a moment you can shape it into the form of your choice, then it will become solid darkness. When you stop maintaining this spell your arm will revert to its normal composition and shape.
LEVEL 7
A. Eclipse - With a snap of your finger, target light source increases the darkness of all in its range instead of illuminating it.
B. Abyssal Torrent - Release a stream of condensed shadow from your hand, creating a torrent of freezing, damaging shadow. Its width is that of your fist and range is 70 yards.
C. Void-Edge - Temporarily infuse a weapon your are holding with a void aura, absorbing light, heat and energy. The weapon loses any existing enchantments while this is in effect and its appearance becomes shadowy and indistinct, but it gains icy cold damage and, upon striking, can temporarily drain active magic from what it hits, depowering enchantments on it for the next 5 posts and dispelling summoned materials. Use only once per encounter per weapon.
D. Shadowbeast - Shape and animate your shadow into a summoned beast of living, solid darkness, icy and swirling, no larger than a bear. Species this beast takes the form of is chosen upon learning.
LEVEL 8
A. Shadow Clone - Encase yourself in a cloud of darkness which then separates into a pair of shadow copies of yourself, leaving you shrouded in a veil of darkness that makes you indistinguishable from the copies. These copies are dispelled if they sustain any real damage.
B. Abyssal Stave - Summon to your hand a hilt of ebony that emits from both ends contained beams of intensely, damagingly cold darkness, each 15" long.
C. Wormhole - Passive. By double casting Black Hole, you can link them, swelling them to a foot in diameter and causing anything that enters one to exit the other.
D. Duskform - Fuse yourself with your shadow, granting yourself a second pair of living shadow arms with cold damaging hands and a second pair of silvery eyes in the back of your head.
LEVEL 9
A. Dance of Shadows - Animate every shadow in a 100' radius around you with a malevolent, impish will. While intangible they will do everything they can to obscure, distract, anger and generally cause chaos for everyone and everything around them except you.
B. Abyssal Wings - Grant yourself a pair of bat wings formed from darkness. These wings are razor edged and damagingly cold to others.
C. Pillar of Oblivion - Raise your hands to cause a massive pillar of ebony, 10' tall and etched with glowing purple runes, to rise from the ground behind you. The closer one comes to the pillar, the colder and more miserable they are. Energy projectiles are also drawn towards the pillar with increasing strength the closer they come to it. Effect ends when the spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
D. Shadowform - Momentarily transform yourself into intangible shadow, allowing objects to pass through you. Can only be used once every 6 posts.
LEVEL 10
A. Shadow Realm - Fill the area in a 100' radius around you with an impenetrable darkness. This darkness is arctic cold, causing pain to those that aren't adapted or dressed for it, reducing the strength of those that are caught within it by one level and driving away any feelings of hope.
B. Eldritch Abomination - Call forth the darkness of the empty places beneath the earth, intensifying it, causing it to erupt from the ground in the form of six side-by-side tentacles of damagingly cold darkness that reach out and grab everything around them.
C. Portal - Passive. When linking two Black Hole spells, you may have them swell to 6' in diameter instead of 1' as long as they are at least 10' from you and from each other.
D. Summon Dark Avatar - Summon a dark purple skinned demonic entity, with bat wings of solid shadow and the head of a jackal. It wears blackened, cracked armor and wields a a pair of lashes encased in an aura of biting cold darkness.
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.
Mind
Charisma - A target you cast this on will find you more charming and impressive than normal.
Fade - When cast on a target, it inhibits their ability to remember faces unless they actually focused on a face.
Translate - Attunes your mind to that of a target speaker, allowing you to understand them no matter what language they are speaking.
Retain - Anchors a memory or thought in your mind, ensuring you do not forget it or be made to forget it unless you will it. Does not need to be maintained, but retaining too many things at once can lead to confusion.
LEVEL 2
Veil - You can't be directly targeted by spells for the next two posts. Cast only once per encounter.
Sleight - Create an illusionary object of your choice in your hand. Must be small enough to actually sit in the palm of your hand.
Poke - Cause a target to hallucinate a firm but painless phantom touch.
Jibe - The target will take offense at what they are hearing.
LEVEL 3
Distraction - Compel a target to direct their focus onto you.
Psy-Arm - Generate an illusionary weapon in your hand, no larger than 3' long. This weapon passes through objects without doing harm but triggers illusionary pain.
Skepticism - The target will experience a surge of disbelief at what they are hearing.
Self-Aware - Passive. You are instantly alerted to any attempts to alter your thought processes or emotions. Does not prevent the effect, just makes you aware of them to try and deal with the influence.
LEVEL 4
Daze - Disrupt a target's mind, dazing and disorienting them.
Psionic Chakrams - Summon to your hand a pair of steel throwing rings with an s-shaped crossbar of brass. When thrown you can mentally maintain their momentum and influence the angle of their ricochets.
Willful Champion - Your body becomes encased in a semi-opaque silver psychic aura that prevents actual physical contact, protecting you from cutting and contact damage. You are able to momentarily extend the aura around any one part of your body by 8" to increase the reach of your blows. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Deny - Apply the psychic force of your mind against a moving object, slowing it to a degree dependent on its speed and mass.
Confidence* - Cleric Only - Instills the target with a deep sense of trust and desire to confide in the caster as long as there is no existing hostility between the two.
LEVEL 5
Mindlash - Lash out at a target's mind with a psychic attack, causing them to experience a crippling stab of pain.
Summon Mind Aspect - Summon an owl with feathers of silver and eyes of gold. Its gaze, if met, is mesmeric.
Impersonate - By holding a mental image of another person's face in your mind, you mentally project it into the minds of those around you, replacing your face in their perception with the chosen image. The rest of your appearance is unaffected.
Feedback - Amplify anything that crosses a targets mind during their next post, be it an emotion or impulse, causing them to loose control of it. If the target would use a mind magic attack that post, it will backfire on them. Use only once every 5 posts.
Condition* - Initiate Only - Causes the target to experience extreme pain when either lying or telling the truth, which can be chosen on casting.
LEVEL 6
A. Suggestion - Focus your will on a person while speaking to them. The next suggestion you make to them seems as if it was their idea and they will have no memory of you saying it. They will not automatically act on that idea, and can dismiss it if it is completely outrageous or out of character.
B. Aphase - Temporarily disrupt a target's ability to use or understand spoken language. Lasts three posts. Can only be used on a target once per encounter.
C. Complete Awareness - Passive. Your mind more efficiently processes all your sensory input, granting you complete awareness of your surroundings.
D. Telekinesis - Focus the full power of your mind on an object no greater than a foot in diameter to move it. Cannot be used to launch or throw objects with that great a force. Most adapted for fine or precise movement.
LEVEL 7
A. Perception - A field of subtle magics encourages people not to notice your presence unless something draws their attention to you, or where you are.
B. Announce - Cause a target's inner monologue to become spoken dialogue for the next three posts. Can only be used on a target once per encounter.
C. Complete Restraint - Passive. You are immune to mind or emotion altering effects.
D. Flight - Passive. Your telekinesis spell is magnified when used on yourself, allowing you to levitate and move yourself through the air using just the power of your mind.
LEVEL 8
A. Delusion - Plant an idea into someone's head, giving them a powerful hallucination that effects all of their senses. You suggest its nature but do not completely control it. Only effects the target.
B. Abolish - A target's focus is completely disrupted, forcing them to stop maintaining any spells they are maintaining. They cannot cast those spells again for X posts, where X is that spell's level. You cannot use Abolish again for the same number of posts.
C. Complete Control - Passive. Your mind and body are in complete synchronisation. This control cannot be co-opted and you can suppress discomfort, pain, and illness.
D. Force of Will - Passive. Your Telekinesis Spell can move two objects at once or one object twice the normal size.
LEVEL 9
A. Suppression - Target completely forgets how to use the last spell or technique they used until the end of the encounter. Can only be done once per encounter per target.
B. Annul - Choose one of the five senses. Target person's mind loses the ability to process that sense for the next six posts. Use only once per person per encounter. Can choose a different sense on each casting.
C. Complete Focus - Passive. You gain an extra spell/maintaining per turn.
D. Pillar of Unreality - Raise your hands to cause a massive pillar of silver, 10' tall and covered in glowing blue runes and eye-carvings, to rise from the ground behind you. This pillar creates an illusionary environment around it which, augmented by telekinetic force, has a greater physical reality the closer one gets to it. This environment is not under your precise control, and extends in a 100' radius. Effect ends when spell is dispelled or the pillar is destroyed. Pillar cannot be raised again within 100' of last location.
LEVEL 10
A. Collusion - Gain access to target person's spell knowledge. Can be cast only once per encounter. Lasts three posts, but spells cast during this period can be maintained beyond it.
B. Arrest - Completely shut down a target's ability to control their body, locking them in place. This ability can be overridden by the survival instinct if the effect would put the target in danger. Use only once per encounter and only for six posts.
C. Summon Mind Avatar - Summon a djinn, a mythical entity from beyond the Scionics. Its torso is muscular and sky blue, below that it is intangible mist. Its hair and beard are white and held by silver bands that match the ones around its wrists. It has a mind of its own, but will use its vast mind magics to fulfill your wishes, though there may be backfires.
D. Mastered Realm - Focus the full power of your mind on all objects no greater than a foot in diameter within 100' of you to move them. Cannot be used to launch or throw objects with that great a force. Most adapted for precise movement.
Body
Strengthen - Magically enhance your body's musculature, enhancing your physical strength by a level. Can only have one instance of this effect placed on your body at once or the distortion caused will be damaging when moving.
Slash - Thicken and elongate your fingernails into talon-like claws.
Center - Passive. Your body's mass shifts itself to alter your center of gravity, allowing you to keep your balance in most situations.
Itch - Target experiences strong, persistent and annoying itchiness.
LEVEL 2
Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish.
Numb - Deaden a target's physical sensitivity, soothing surface pain but also reducing their manual dexterity.
Unhinge - Make yourself double-jointed.
LEVEL 3
Harden - Thicken and toughen your skin into a leathery armor.
Read - Boost your ability to pick up on micro-expressions and minute body language to gauge a persons truthfulness and emotional state.
Weaken - Reduce a target's strength level by one. Can only be used once on a person at any given time.
Palm - Shapeshift the flesh of your hand to absorb an object you, and you alone, are holding into it, either hiding it or merging with it. This does not change the shape of the item, so its shape and size may inhibit your ability to hide or merge with it.
LEVEL 4
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Sicken - Disrupt a target's bodily processes, making them feel severely ill, with cramping, feverishness, and vomiting.
Gladiator's Cestus - Summon around your hands a pair of leather gloves, plated and spiked with bone. Pain inflicted by these is felt twice as intensely.
Arena Champion - You become a foot taller and more muscular. You gain a passive strengthen effect and can shape your arms into a variety of bone melee weapons. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Silence* - Initiate Only - Shape the flesh and skin on target person or creature's face to seal their mouth. Lasts 3 posts unless maintained.
LEVEL 5
Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances.
Forearms - Shapeshift yourself into growing another pair of arms as long as this is maintained.
Summon Body Aspect - Summon a monkey with physical characteristics dependent on the race of the caster. Spells that would effect your body effect the body of the summoning as well.
Reflex - Through striking a part of a person's body, you can magically slow that part's response to attempts to move it as long as this spell is maintained.
LEVEL 6
A. Patch - By contact, a target's flesh and muscles shape themselves around a serious wound or break, forming an organic stitch or brace that will keep them from fighting until they can get the injury properly healed.
B. Infect - By contact you can transfer any effects of sickness, poison, herbal mixtures or potions in your system into another target person.
C. Perimeter - Exert your will within a 2' radius around you, repelling any flesh that would attempt to breach this perimeter. Can only be maintained over 6 posts per encounter.
D. Osmose - Transform the magics composing a summoned creature you control into body magics, then absorb them into yourself. Your form alters in a way unique to the summoning for as long as this spell is maintained.
LEVEL 7
A. Titan - Double a target's size for as long as this spell is maintained. Includes apparel and items because it just does.
B. Dwarve - Halve the size of a target for as long as spell in maintained. Includes equipment.
C. Impose - Cause a physical sensation of your choice anywhere on a target's body.
D. Mimic - By contact, you can copy a person's muscle memory. This allows you to perform any physical skills they have for as long as you maintain this spell.
LEVEL 8
A. Bounce - Target's flesh becomes extremely resilient and flexible, making them extremely bouncy and rubbery as well as resistant to blunt force damage.
B. Hypersensitivity - With a wave of your hand, target's sense of touch becomes intensely and painfully magnified. The slightest touch, even a brush of their own clothing, will set off extreme pain.
C. Puppeteer - Force a target humanoid's body to echo your own movements. This ability cannot override survival instinct and force them to do anything obviously lethal or possibly life threatening to themselves.
D. Clone - By touch, you can transform your body into a copy of the person you touched. You gain any natural, unlearned and innate traits that body comes with. Does not change your clothing or items. Must be maintained and the change is instantaneous upon contact.
LEVEL 9
A. Collective Might - Channel the physical strength of allies for one post, increasing your strength by one level for each level above average your allies have collectively. Their strength is lost while you borrow it. Use only twice per encounter.
B. Pillar of Ages - Raise your hands and cause a massive pillar of bone, 10' tall and etched with glowing red runes, to rise from the ground behind you. The closer one is to the pillar, the older they become (the effect reversing the further away you get). People cannot be aged or de-aged into death or unlife. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Animate - Passive. Your Puppeteer spell can work on non-living humanoid bodies.
D. Fission - Cause your body's mass to rapidly double and then split, creating an identical copy of yourself. This copy is clothed and armed with leather and bone copies of your own equipment. You and this copy share a mind and any use of spells or abilities by the copy count towards limits as your own.
LEVEL 10
A. Perfection - While maintained, your body becomes your physical ideal, a form which comes with its own physical abilities. Chosen upon learning (requires WM approval).
B. Dominant Realm - Everyone within 100' of you when you cast this spell becomes incredibly weary and physically weak, barely able to stand. Requires total focus to maintain, cannot attack while this is in effect.
C. Summon Body Avatar - Summon a towering 12' tall cyclops of incredible musculature and menace, wielding a club of bone. Its eye's gaze triggers the body's flight response.
D. Remake - Transform your flesh into a living version of any solid material your hand is touching.
Plant
LEVEL 1
Grow - Rapidly accelerate the growth of a plant by several months.
Encase - Cause a layer of sticky sap to seep from your hands and quickly harden into amber as hard as stone, armoring them but immobilizing your fingers.
Blossom - Cause a plant to rapidly blossom and bear an edible, tasty fruit. Fruit does not stay fresh for more than an hour.
Raise Cultivorian - Summon from the earth a mouse-sized, spider-shaped plant creature with tendrils for legs, thorns for mandibles and a nut for a body.
LEVEL 2
Prune - Cause a small to medium plant or part of a larger plant, to wither and recede.
Trellis - With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface.
Razorleaves - Summon from your hand a trio of razor sharp leaves usable as throwing weapons.
Rooted Stance - Strong roots grip your feet to the ground beneath them, allowing you to remain surefooted on any terrain and preventing you from being pushed back.
LEVEL 3
Sapling - Cause a slender and flexible sapling to erupt from the ground before you, as tall as you are. Can be plucked from the ground and used as a staff weapon.
Vine Lash - Grow from your wrists a pair of six foot vines usable as whips.
Camouflage - Grow from the earth an intertangled mass of leafy vines that can be pulled over yourself in wooded areas to hide.
Vitalize - Animate a small plant (or small area of plant life) under your control, such as a shrub, small bush, single branch or vine. This animation allows slow movement along ground for rooted plants.
LEVEL 4
Warp - With a quick hand gesture cause a single piece of wood you see to warp and twist, shattering any mundane woods lacking magical traits.
Heartwood Hatchets - Summon to your hands a pair of ironwood hatchets. Grow will allow you to enlarge these to fire-axe or battleaxe size, even after being thrown.
Nature's Champion - Your skin develops natural leaf-mail as hard as wood and you grow thorns of various lengths and curvatures (no greater than 6 inches) over your body, chosen upon learning. You cannot cast or maintain spells or summonings as long as you maintain this effect or for a post after.
Remedy - Grow a patch of moss over a wounded person or animal. This moss has medicinal properties and accelerates the healing of that wound.
LEVEL 5
Rootgrasp - Cause thick 1' long grasping root tendrils to erupt from the ground and grab a target in attempt to immobilize it.
Raise Plant Aspect - Summon a cat-sized spider with thorn mandibles and twig-legs. It can rapidly spin a sticky sap webbing.
Ensconce - Run your hand over an object or surface to spread a sticky sap that will rapidly harden into amber plating as hard as stone.
Pathshape - Living plants will bend and sway in the directions of your choice according to your will, only as far they naturally can without damaging themselves.
LEVEL 6
A. Vine Snare - While casting Vine Lash, you are able to control the movements of the lashes at will, making them more akin to tentacles.
B. Nurture - Accelerate the growth of a plant by years. Can be used to heal damaged plant life. Can also be used to repair damaged or disabled wooden items you own, but this takes more time and focus and is best used out of combat.
C. Raise Forestguard - Summon from the earth a humanoid plant creature with hair of leaves and skin birch armor. Hardened amber clings to it like plate armor and arm is elongated and bent in the semblance of a hand holding a sword.
D. Bridge - Plants and trees will automatically animate, move and bend themselves into empty spaces to form a solid surface for you to walk on, if they are available.
LEVEL 7
A. Thornspray - Sprout three 5" thorns protruding out from your knuckles like claws. You can launch these thorns outwards with great force. Can be painful to use.
B. Briar Cage - Cause ironwood branches lined with 6" thorns to erupt from the ground all around you, forming a protective dome around you.
C. Raise Heartwood - Summon out of the earth a custom mobile plant creature, no larger than a bear. Must be mod approved.
D. Xylokinesis - Exert your will over target wooden object no more than 3' in diameter and animate it in a form akin to telekinesis.
LEVEL 8
A. Foliage - Release from your hands a cloud of razor-like leaves, flitting through the air around you in a 10' diameter, both obscuring you and warding off attackers.
B. New-Wood - Cause a sapling to erupt from the ground which grows through its life-cycle at a highly accelerated pace. By your next post it will be a fully grown oak tree. It will live for three posts after that then die. Can only be used outdoors.
C. Raise Thornrippers - Summon out of the earth a half dozen lupine-like plant creatures with musculature of vines, fringes of moss fur, and thorns for claws, fangs and and forming a ridge along its back.
D. Vivify - Animate a large plant under your control, such as a hedge or tree. This animation allows for slow movement along the ground for rooted plants.
LEVEL 9
A. Vine Scourge - Passive. Your Vine Snare vines are a foot longer and split into three vines after a foot.
B. Pillar of The Primeval - Raise your hands and cause a massive pillar of wood, 10' tall and covered in branches and glowing green runes, to rise from the ground behind you. Causes a forest to spring forth out of the ground, extremely thick and wild immediately around the pillar and thinning out the farther one gets from the pillar. Plants' growth will shape as to not destroy buildings this radius intersects one or is cast inside of one. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Raise Oakenfist - Summon out of the earth a 12' tall treefolk with two massive branch arms and root feet.
D. Scavenge - Plunge your hand into a tree as if it were water and remove from it a wooden object of you choice. Must be made of one continuous piece of wood with no other materials and sized so it could have fit within the dimensions of the tree, as if it were carved from within. Any item so large it would necessitate taking the tree's heartwood will kill the tree if it is still alive.
LEVEL 10
A. Symbiotic Titan - Create a custom armor suit of animate plant-life with an appearance and defenses or weaponry of your own design, chosen upon learning (Must be WM approved).
B. Verdant Realm - Cause an extremely dense, high, and thorn-filled hedge maze erupts out of the ground in a 100' radius around you. Plants growth will shape as to not destroy buildings this radius intersects with or is cast inside of one.
C. Raise Plant Avatar - Summon from the earth a powerful plant creature in the form of an 8' tall antlered centaur, made of vines, bark, branches, leaves and thorns. It can rearrange its component parts to shapeshift itself into plant versions of mundane wild animals.
D. Nature's Revolt - Animate all plants in a 100' radius of you with violent intent focused on a single target. This animation allows for movements along the ground.
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.
Spirit
Soothe - Calm the emotions of another, the more intense the emotions, the less effective this spell is.
Mark - By contact you can mark a person's aura, which manifests in a glowing rune on their brow. Allows you to sense their presence. Can only have two people marked at a given time.
Divine - Sense if any spirits are in the area and their general mood.
Home - You can anchor a part of your spirit to a single location ever. By casting this spell you will reconnect with that bit of your spirit and sense what is going on in that location.
LEVEL 2
Peer - You are able to see and decipher other people's auras, revealing their emotions.
Incite - Cause a target to grow angrier and potentially violent.
Vibe - Send out a wave of spirit energy that can sense the general direction of any hostility aimed at you.
Touch - Using this while touching an object will give you a mental image of the person with the greatest connection to it. Clarity of this image is dependent on their personal connection to the item. Use once per encounter.
LEVEL 3
Hado - Release a blast of spirit energy from your hand, a baseball sized projectile that hits with the force of a punch. Color depends on your mood.
Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Succor - You can perceive the auras of those in distress, which shine so brightly they light up the area around them like a bonfire from a distance.
Heartlight - Intensify the aura around one of your hands into a bright, visible radiance whose hue and contact effect are based on the emotion which is the strongest in you at all times.
LEVEL 4
Imprint - Call forth the image of the most recent spirit to be created (meaning the most recent death) in the area.
Soul Daggers - Summon a pair of daggers whose exact appearance reflects your inner spirit. The more damage dealt by these daggers the more intense fear and panic they trigger.
Inner Champion - Take on a magical warrior form based off your inner spirit. You cannot cast or maintain other spells or summonings as long as this is in effect or for a post afterwards.
Seeker - Passive. Your Mark spell now draws any projectiles magics you use towards the marked.
LEVEL 5
Pacify - Lull a target into a deep deep calm. Effect will be broken by acts of aggression against the target.
Hado-Ken - Release from your hand a projectile forged from your life-force. Its appearance and properties vary from caster to caster.
Malajanus - Alter a person's aura to inflict bad luck on them. Certain people are resistant to this effect (Can only be used on NPCs).
Summon Spirit Aspect - Summon a large golden tabby-cat. The greater the hostility there is for you amongst others in the vicinity, the larger, wilder and fiercer the cat's form is. The greater the love and respect, the larger, happier and and cuddlier it is.
Restore* - Cleric Only - Revert a body part or object to its natural state, undoing recent damage, injury or alteration.
LEVEL 6
A. Fear - Instill deep terror and fear in a target.
B. Manifest - Cause a non-hostile local spirit to manifest. It remains incorporeal. Can be questioned about recent events in the area.
C. Feed - Syphon life-force from another living creature, killing non-magical small animals and disorienting anything larger. Your healing is accelerated akin to the spell Heal and your energy is revitalized.
D. Ethereality - Phase your spirit partially into the spirit world, reducing the effects of physical contact made by or on you for as long as this is maintained.
LEVEL 7
A. Soulcry - By contact with a person's aura, you can absorb flashes of their memories and past emotions.
B. Phantasm - Cause a hostile local spirit to manifest. The degree and nature of its ability to interact with the physical world varies from spirit to spirit. You have no control over it.
C. Bind - Bond your life-force to another's. Any damage that person deals to you is dealt back to them and vice-versa.
D. Projection - You are able to separate your spirit from your body, allowing it to travel imperceptibly within a range of 200 yards of your body. Your body is left inanimate and defenseless while this is in effect. If your body becomes injured, this effect will end.
LEVEL 8
A. Phobos - Absorb of portion of a person's aura into your own, giving you knowledge of their greatest fear and, if you wish, altering your aura so you appear to that person as an embodiment of that fear.
B. Benefactor - Cause a spirit that is personally linked to you in some way to manifest, either to aid you or hinder your enemies. Who this spirit is and what kind of aid they give is decided upon the first casting of the spell.
C. Summon Nemesis - Draw on the life-force a target, and forge it into a summoning that reflects the antithesis of their inner spirit.
D. Advanced Projection - While using the Projection Spell your wandering spirit is able to cast any spirit spells you know that do not effect yourself.
LEVEL 9
A. Pariah - Alter a target's aura, causing any that see them to feel intense feeling of hatred and aggression towards them.
B. Pillar of Transience - Raise your hands to cause a massive pillar of amber to rise from the ground behind you, 10' tall and carved with imagery of you and glowing orange runes. The closer one is to the pillar, the thinner the veil between the physical world and the spirit world, reducing their interaction with the physical world and increasing the ability for the spirit world to interact with them. Effect ends when spell is dispelled or pillar is destroyed. Pillar cannot be raised again within 100' of last location.
C. Blessed Being - Channel all your focus and will into bolstering your life-force, making you immune to damage. Lasts no more than three posts. Any attempt at an act of aggression on your part during this effect will recoil back on the aggressor with crippling pain and spasming.
D Complete Projection - While using the Projection Spell, you convert your physical form to pure spirit energy and instantly teleport it to your spirit's location. This process is disorienting and leaves you unable to accurately cast spells or wield weapons during the post you do it or the post after.
LEVEL 10
A. Pathic Realm - Release waves of spirit magics that alters the auras of everyone in a 100' radius, inducing an emotion of your choice within them. Choose emotion upon learning.
B. Summon Spirit Avatar - Summon a sphinx the size of an elephant, with your face, the wings of a golden eagle and body of a great lion. Its nature an abilities depend on the emotion that is strongest in its caster (in general, not at the moment, decided on learning and created by WM, can be changed rarely if you undergo a major personality change).
C. Savior - Bind your life-force to another person's granting them all your abilities and spells as well as drastically boosting their healing rate. While this is maintained, you lose your spells and abilities and are left extremely weak and weary. Can only be used once per encounter and can only be maintained for 7 posts.
D. Convergence - Bind together your spirit and the spirit realm around you, altering yourself and gaining traits based on the area this spell is used in.
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.
Come on and check it out. You know you want to.
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
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
Come on and check it out. You know you want to.
Acelin's Characters (since her sig won't work).
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
Behold, the power of :symu:!
Ask Me About:
The Epic World
You'll Be Glad You Did
Not That There's Anything Wrong With That
Nervada - 98% fat free, high in fiber.
Eizen - Collected
Yack - Walking
Miko Wydberg
Tanya
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together