Patch 3.0.0 Notes: Major Rework

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Patch 3.0.0 Notes: Major Rework

As the title says, this is a major rework, which I'll detail in multiple posts below.

Summary of Updates

Player and Character Accounts

  • When a new player's application is approved, their forum account will be transformed into a Player Account, with two Character Accounts available.
  • Character Accounts can be created and logged into as Child Users here.
  • It is now possible to purchase additional Characters in the Shop. You must be logged onto your Player (or 'parent') account to do so.
  • Each new Character begins with 1000 Latens, as with the first character.
  • Further changes will come soon to let the account Profile serve as a complete character profile, with room for customization.
Skill Purchases
  • No more PC1/PC2 confusion. You'll purchase the skill on the Character account that will use it.
  • Skills are no longer divided by "Combat" or "Crafting" and all skill costs have been normalized to the "Crafting" values, ie 25,000 total latens to GM a skill instead of 50,000.
  • All Latens has been refunded to allow users to take advantage of this change. You can either expand further on your characters' skills or use the extra to build up new characters.
Earning Latens
  • Whether posting as a Player or Character, all RP writing is worth 1 latens per 10 words (or 100 points per 1000 words), and 1 exa per 20 words (or 50 exa per 1000 words).
  • Whether posting as a Player or Character, all RP feedback is worth 2 latens per 10 words (or 200 points per 1000 words).
  • Latens and Exa can be freely transferred between your accounts using the Donate option. In your wallet, click the currency you wish to send and choose Donate.
Terra Regia Consolidation
  • Terra Regia will be tracked by its grade, not its form. If you obtain 10 units of dahlitium, it is entirely up to you what form it takes.
  • While Terra Regia will continue to be available in lateris, pulveris, and volantis forms, those will be considered roleplaying elements.
  • Current TR tracked on your account has already been combined and converted.
  • Crafting recipes will be updated soon to account for this. Until then, anything that mentions needing lateris, pulveris, or volantis can be ignored as long as the total units are available.
Purchasing Terra Regia
  • Still looking on a way to simplify this. Because the TR is tracked like currency, it can't be 'bought.'
  • Exa can be converted into Terra Regia using the Transfer option. In your wallet, click Exa and choose Transfer. See conversion rates below.
    • Exa 50:1 Dahlitium
    • Exa 100:1 Bigatium
    • Exa 300:1 Auritium
    • Exa 1200:1 Vitatium
    • Exa 6000:1 Caelitium
  • For example, if you Transfer 1500 Exa to Auritium, you will receive 5 units back.
  • Terra Regia you do not need can now be sold by doing the transfer in reverse.
  • It is not recommended to transfer from one TR grade to another.
Updates to Damage/Damage Types
  • Change to five basic damage types: Flesh Wounds, Burn Damage, Fractures, Poison, and Psychic Damage
  • Different wounds require attention or they have debilitating effects.
  • This is a way to make damage significant without changing to an HP system.
  • Some spells and abilities specifically reference damage types but where it's not spelled out, common sense applies.
Spellcasting 3.0
  • A big overhaul on spellcasting. Huge. Big thank you to Arun and Jacob for all their help putting this together.
  • Basic/Advanced changed to Intrinsic/Focus/Ritual
  • Spell Slots are back. That means you can no longer have all the spells at once. But...
  • More spells! Tons of spells!
  • Bigger spells! Spells do more, or last longer, and generally give that glass cannon feel (instead of glass paperweight)
  • TR is no longer required for general spellcasting. Only Ritual spells use it. Save that TR for crafting.
  • Catalysts are simplified (you don't need to break the bank making one for all schools)
  • Catalysts also allow one spell at no cost.
  • Magic has techs now. Instead of the spells being the techs, magic now has spells and techs.
  • Metamagic techs -- each school has one metamagic tech shared with all schools. Collect them all.
Crafting 3.0
  • A smaller overhaul on crafting.
  • Crafting starts with techs now! Instead of giving you the privilege to craft with your crafting skill, you can actually do something cool out of the gate.
  • Gunsmith had the biggest rework. There was a little too much emphasis on building a bunker. The bunker building stuff is mostly condensed together, so it's still there, just less piecemeal, and some new techs are added.
  • New recipes coming: whetstones, scrolls
  • Better recipe book/guide coming.
Minions 2.0
  • You like spell slots? Why not minion slots Training Points?
  • The points let you customize your companions so you can either have one super tough buddy or a small swarm of loyal warriors. Also lets you give minions cool bonus abilities.
  • Speaking of which, techs overhauled. Like crafting, no longer do you waste your novice tech on the privilege of using your skill. You get to do something.
  • Small consequence, not all Callings have healing tools built in anymore. Pick up bandages with your groceries.
  • Gone are the days of trying to say one minion is like a soldier and one's a gunner and one's a barbarian... a beast is a beast, a drone is a drone, and a zombie's a zombie. They don't get the techs, why are we trying to give them the title?
  • Along with that: techs are more focused on the minion doing things!
  • Also, Crosstraining techs shared between callings. Are you sensing a theme?
Melee and Ranged 2.0
  • First up: Magnitude. Buffed. Simplified. You use a Skilled tech? Its magnitude is (with only a few exceptions) 3 + your skill + your weapon. No more -1, +2, +3 if it's a moonlit night in June.
  • Next, more cross-ups. Versatile (melee) and Integral (ranged) techs are shared between Disciplines and Credos respectively.
  • Also, I changed "Ways" to "Credos"
  • Consistency: costs have been normalized across the board. No more arbitrary "his ult costs more than mine!" stuff.
  • More consistency: the Adept and Skilled techs in all trees are shared with all schools. No more guessing games on which techs can be shared how.
  • Btw, Parry and riposte doubled up, because separating them was kind of dumb on our part.
  • Btw2, explosives are no longer the one consumable ammunition. Special bombs will still need to be built separately, but at the cost of reducing the damage slightly (they no longer get that +1 buff just for being explosives, although they still do splash damage so it works out), explodey weps will no longer have to throw exa away every time they take a shot.undefined
 

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Damage Updates
It is important to stress that these rules are for use at your discretion, unless in a GM-led event where you are asked to use them.

Post Terminus does not use a Hit Point system. Wounds and injuries are typically handled how the plot demands; the details are mostly up to the writers. However, to ensure that injuries aren't overlooked, the type of damage received has different ongoing effects which require attention:

Flesh Wounds
These are cuts, contusions, and so forth. After the initial damage, blood loss begins. These wounds are divided by size, with small wounds being cuts or lacerations, medium wounds being deeper gashes, and large wounds being thrusts or severe gouges -- use your best judgment. While suffering blood loss, vigor costs are increased by 20%. Blood loss can be halted by spending a round bandaging, or with appropriate healing magic applied.

Burns
As the name implies, this is anything that burns skin or flesh. After the initial damage, the pain persists indefinitely. While suffering burn pain, defenses are reduced by one tier in magnitude. Burn pain can be halted by spending a round applying salve, or with appropriate healing magic applied. Demvir do not suffer this effect, although they are still damaged and feel pain from the initial burn.

Fractures
This refers to broken bones (or demvir endoskeleton). After the initial damage, broken bones persist indefinitely. While a bone is broken, movement speed is reduced. Broken bones can only be healed over time unless appropriate healing magic is applied.

Poison
Toxins whether from poisonous/venomous creatures or magic, typically doesn't damage up-front but instead causes long-term harm over time. Poisons can come with a variety of effects and are typically long-lasting. Poisons have a primary effect, usually unique to the poison, which lasts for a shorter time; after the primary effect runs its course, victims also suffer from this standard poison effect: while poisoned, physical or ranged actions are reduced by one tier in magnitude. This poisoned status persists until a viable anti-venom or antidote is used, or appropriate healing magic is applied. Note: Demvir do indeed suffer from poisons similarly to the flesh-and-blood races.

Psychic Damage
This encompasses all kinds of mental afflictions (fear, illusion damage, etc). While under the effects of psychic damage, magnitude for spells or similar abilities is reduced by one tier in magnitude. Psychic attacks have a primary effect, usually unique to the attack, which lasts for a shorter time; after the primary effect runs its course, victims also suffer from this standard psychic damage: while afflicted, magical spells or mental abilities are reduced by one tier in magnitude. This afflicted status persists until appropriate healing magic is applied.
 

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The Arcane Schools (Magic Skills)
Spellcasting Basics

Spell Slots and Preparing Spells

Each character has a number of Spell Slots based on their proficiency in the Arcane Schools. 2 slots for Novice, 4 for Adept, 6 for Skilled, 8 for Master, 10 for Grandmaster. This means a character can potentially have 30 Spell Slots per School, or 150 Spell Slots if they achieve Grandmaster in all five Schools. Spell Slots can be used with any School. Note that to prepare every available spell would require 300 Spell Slots.​
Spells are divided into three types: Intrinsic, Focus, and Ritual. Intrinsic and Focus spells require a number of Spell Slots equal to their tier. For example, to prepare an Adept-tier spell, a character will need two Spell Slots. Ritual spells do not require Spell Slots; they are more difficult to cast but are considered always available if the character has enough proficiency.​
A character may prepare any spell at their highest proficiency tier, regardless of School. A character who is Skilled in the School of Bellator can prepare a Skilled Castus spell, for instance. However, spells in a School the character is not proficient in may only be cast at their weakest level. Ritual spells are only available within their respective School.​
Once per week, a player may change the prepared spells for their character. If joining a GM-led event, such as Plot Missions or a tournament, it may be necessary to post your prepared spells at the start of the thread. Otherwise, post them at your discretion.​
School Types
Spell Schools are divided into two types: Verbal, requiring spoken words; or Somatic, requiring physical movements or gestures. The Schools of Castus and Aquila are verbal, while the Schools of Occultus, Bellator, and Serpens are somatic. It is possible to cast both a verbal and somatic spell in the same round, but one cannot cast two verbals spells or two somatic spells in the same round.​
Verbal Schools are, of course, susceptible to silencing effects; somatic Schools are susceptible to bindings.​
Spell Types: Cantrips, Intrinsic, Focus, Ritual
Each spell states in its details whether it is Intrinsic, Focus, or Ritual. This affects how they are cast.​
Intrinsic Spells are the fastest to cast. They are also initially the weakest, but they grow with the character's proficiency in the School. With Intrinsic spells, you can assume that the Verbal or Somatic components of the spell are added during and after the spell is cast. They happen at the start of a character's turn. It is possible to upcast an Intrinsic spell at a higher tier, paying additional Vigor to cast a stronger spell. The effects of upcasting are unique to each spell. Intrinsic spells have a base magnitude equal to the tier they are cast at.​
Focus Spells are slower, but start out more powerful. These spells require at least one round of focus to cast, and can be focused for up to three rounds. With Focus spells, the Verbal or Somatic components of the spell must be completed in order to cast the spell; the spell happens at the end of a character's turn. If the caster is injured, their focus is delayed by a turn; if the caster has already focused the spell for at least one turn, they can choose to cast the spell at its current level rather than delaying for a turn. Each spell has different benefits for focusing a spell longer. Focus spells have a base magnitude equal to double the tier of the spell; unless stated otherwise in the spell description, magnitude doesn't change when focusing for multiple rounds, but other attributes of the spell improve. Check each spell for its specific growth potential.​
Ritual Spells are much slower, requiring anywhere from several rounds to many hours to complete, in addition to requiring Terra Regia Pulveris as a material component. However, their effects are much more potent to make up for it. Similar to Focus spells, Ritual spells can be delayed by taking injuries, but unlike Focus spells, there is no option to finish the spell at an incomplete level: the minimum number of rounds, minutes, or hours must be completed to finish the spell. Ritual spells have a base magnitude equal to triple the tier of the spell. Special Note: Only one Ritual may be cast at a time. While casting a verbal Ritual spell, it is possible to cast non-Ritual somatic spells without breaking concentration; the opposite is also true. Any other restrictions will be detailed in the Ritual description.​
Cantrips are incomplete spells used for practicing the different elements of proper spells. A caster can create a cantrip for any effects of a spell they have learned, such as creating fire from a fingertip or employing a minor mending effect. They offer a great deal of variety to casters, but because they lack power, they are of limited use in combat situations. Cantrips have a base magnitude equal to the caster's proficiency in the relevant school, minus two; magnitude cannot be less than one.​

Spell Magnitude and Catalysts
To determine the Total Spell Magnitude, you would add your proficiency in the relevant school plus the quality of your catalyst (if any) plus the base magnitude of the spell.​
A Catalyst is a spell tool (a wand, an amulet, a staff, etc) made by an Enchanter out of Terra Regia. It amplifies all of your spells, not including Cantrips. In addition, a Catalyst can be created with one Intrinsic spell imbued into it, which does not require Spell Slots and can be cast at no cost.​

CASTUS, THE IMMACULATE
The School of Castus is the study of healing and restorative magic, purportedly bestowing the mercy of the Immaculate upon the recipients of the healing light. Those who master this school of knowledge are held in high regard, but also expected to utilize their talents for the benefit of others.

Hand of Castus
Novice Tier​
Cost: --​
Frequency: --​
Magnitude: --​
An adherent of Castus seeks to act as a conduit for the mercy of Castus, and thus the spells they invoke are strengthened by a direct connection between the caster and their patient.​
When casting any Castus spell that takes more than one round to complete, the spellcaster can reduce the required rounds by one for each round laying a hand on the target. For example, Mend heals one small flesh wound in three rounds. Should the caster lay a hand on the patient for at least one round, the healing will instead complete at the end of the second round. It is possible to affect multiple targets at a time, one for each hand.​
Healing Conduit
Adept Tier​
Cost: --​
Frequency: --​
Magnitude: --​
With the power flowing through the caster and into their designated targets, it is possible for the caster to share in the mercy granted to others.​
When casting any restoration Castus spell which targets individuals, the caster is included as an additional target. For example, if a spell designates three targets, the caster and three others may receive the benefits of the spell.​
Metamagic - Embrace of the Essential
Skilled Tier​
Cost: --​
Frequency: --​
Magnitude: --​
The basic components of magic can be employed as cantrips, but due to their unrefined nature, they are typically weaker. For those familiar with the School of Castus, however, it becomes possible to embrace the raw potential within such cantrips, allowing the caster to serve as a conduit for the power rather than summoning it.​
Instead of being reduced in strength, cantrips have a magnitude equal to the caster's proficiency in the relevant school. This metamagic knowledge is applicable to all schools.​

Emergency Tactics
Master Tier​
Cost: --​
Frequency: --​
Magnitude: --​
In stressful situations, it is necessary to keep a cool head and react with confidence to changes in the situation. A healer holds this especially true, since their choices frequently mean life or death. Therefore, a master in the school of Castus can effectively triage in the moment, transferring the benefits of spells already in effect to those who need it most.​
The caster can immediately transfer ongoing Castus restoration effects to new targets in range. This ends the effect on the original target and any remaining duration is used on the new target, with no additional casting time.​

Special Ritual - Mercy of Castus
Grandmaster Tier​
Cost: 25,000 Vigor; 1 Caelitium Pulveris​
Frequency: Once per week​
Magnitude: 15​
The caster channels the pure Mercy of Castus, bringing a single individual back from the dead. The revived character suffers a permanent loss of 10% of total vigor at time of death, and may lose expertise in some skills because of this. At the time of resurrection, the character begins with 1 vigor and must rest. If used on a target reanimated by the Call of Exanimum, the target does not receive an additional penalty to their total Vigor.​
This ritual requires one unit of caelitium pulveris. The caster must have part of the original body of the individual to be resurrected. This ritual takes eight hours of uninterrupted concentration to complete; the pulveris and remains are consumed in order to create a new body, free of injury or scars, and to summon and bind the target's soul into its new vessel.​



OCCULTUS, THE HIDDEN
The School of Occultus is the study of illusion and perception. It examines the nature of the Hidden and the unknown, treating it as a philosophy. It is founded more in ideas than applications, though its spells are quite capable of affecting the real world.

Legerdemain of Occultus
Novice Tier​
Cost: --​
Frequency: 4 Round Cooldown​
Magnitude: --​
Occultus deals in the hidden and mysterious, and it quickly becomes difficult to discern what is real and what is fake. With illusions in play, one can never say whether the caster you see is the caster's true form.​
With at least one persistent Occultus illusion of the caster active, the caster can affect a one-time swap with any illusion cast by themselves. This can be used in response to an attack or performed as needed. After use, four rounds must pass before the ability can be used again.​

Layers of Mastery
Adept Tier​
Cost: --​
Frequency: --​
Magnitude: --​
The magic of Occultus is ethereal and ephemeral and thus it is possible to weave one spell within the folds of another.​
After casting a persistent Occultus spell, the spellcaster can cast a second Occultus spell which is released when (and if) the first spell is dispelled or dismissed. If the first spell runs out its natural time, the second spell is lost. A spell may only hold one additional spell within, and it is not possible to add a third layer to the original spell; however, multiple spells simultaneously can each have one spell hidden within.​

Metamagic - Atmosphere of Obfuscation
Skilled Tier​
Cost: --​
Frequency: --​
Magnitude: --​
Time is subject to one's perception of it and by manipulating that perception, the caster can seemingly stretch time briefly.​
When casting a Focus spell, the spellcaster can conceal the spell in a fold in time, releasing it at a time of their choosing within the next five turns. Only one spell can be delayed at a time. This metamagic knowledge is applicable to all schools.​

Illusion of Reality
Master Tier​
Cost: --​
Frequency: 4 Round Cooldown​
Magnitude: --​
Perception separates illusion and reality, but if the illusion perfectly mimics reality to every perception, is it not real?​
The caster may enhance an Occultus illusion such that it perfectly replicates the individual, object, or attack that it appears to be, even dealing damage at the magnitude of the Occultus spell. Such damage includes a psychic damage affliction in addition to the physical wounds. After use, this ability cannot be used again for 4 rounds.​

Special Ritual - Abeyance of Occultus
Grandmaster Tier​
Cost: 25,000 Vigor; 1 Caelitium Pulveris​
Frequency: Once per Week​
Magnitude: 15​
The caster may channel the enigma of Occultus. The user creates a glyph of unparalleled power, twenty-one strokes in the shape of an arm reaching out of a clock face. Past, present, and future converge.​
For up to an hour, the caster is capable of perceiving actions one turn into the future and acting on them in the present. More occult, the caster can affect a one-time change to a choice made one turn in the past; doing so ends Abeyance immediately just as the theoretical past becomes the new present.​




BELLATOR, THE DESTROYER
The School of Bellator is the study of destructive magic, dealing righteous punishment to the wicked as the Destroyer once did. This school of study is perhaps the most-studied, a fact which speaks poorly to the nature of the peoples of Araevis.

Sword of Bellator
Novice Tier​
Cost: --​
Frequency: 2 Round Cooldown​
Magnitude: --​
The sword of Bellator strikes at those who would approach while the caster summons up their strength.​
When casting a Bellator spell, the caster can release a slicing burst of power surrounding themselves, which pushes enemies away up to 5m. After use, two rounds must pass before it can be used again.​

Twin Cannon
Adept Tier​
Cost: --​
Frequency: 2 Round Cooldown​
Magnitude: --​
The school of Bellator is as much a practice in mental strength as it is an exercise of knowledge, and with properly applied focus, an adept caster can open two pathways at once.​
When completing a Focused Bellator spell, the caster can cast an Intrinsic spell at the same time. After use, two rounds must pass before it can be used again.​

Metamagic - Divide of the Mind
Skilled Tier​
Cost: --​
Frequency: --​
Magnitude: --​
Those skilled in the School of Bellator are well-practiced in dividing landscapes in their mind to find the power particular to their spells, and can then apply this mastery to the landscape in front of them.​
When casting any area-effect spell, the caster can shape the spell (within its area) to create safe zones. This metamagic knowledge is applicable to all schools.​

Spell Surge
Master Tier​
Cost: --​
Frequency: --​
Magnitude: Special​
Masters in the School of Bellator are dangerous forces on a battlefield. If left unchecked, they can tap into the primordial energies of the mortal world to combine with fierce powers of the infernal plane; such a combination is volatile and unstable, but potent.​
Consecutive Bellator spells are increased by one magnitude per iteration, up to a maximum bonus of five magnitude. This bonus is forfeited when a round passes without casting a Bellator spell.​

Special Ritual - Maelstrom of Bellator
Grandmaster Tier​
Cost: 25,000 Vigor; 1 Caelitium Pulveris​
Frequency: Once per Week​
Magnitude: 15​
The caster may channel the fury of Bellator. A plain black portal opens in front of the caster; from within it, the caster draws out a sword of white flame. When the sword is raised overhead, hundreds of portals open overhead, darkness overtakes the sky, rumbling clouds gather; a thunderstorm of godly proportions takes shape, the full force of Bellator's righteous fury surging, ready to be released upon all of the caster's enemies. Once per round, up to three times, the caster can swing the sword of white fire, sending forth a rolling wave of white flames 15m wide and 100m long; every enemy struck by the flames is simultaneously struct by a bolt of lightning from overhead, together resulting in a 10-magnitude attack. After the third use of this attack, the sword itself remains.​
This ritual requires one unit of caelitium pulveris. This ritual takes 5 turns to complete. The caster holds the caelitium pulveris in the hand which grips the white sword; the white sword persists for up to 8 hours, and is equivalent to a non-magical sword of caelitium that inflicts additional burn damage.​


SERPENS, THE ARBITER
The School of Serpens is the study of debilitating magic, restricting or harming its victims. As did the Serpent in the histories, students of this school bring down their adversaries from within and bind them in place, leaving them to suffer the punishment of their own iniquities.

Kiss of Serpens
Novice Tier​
Cost: --​
Frequency --​
Magnitude: --​
Held within the coils of the serpent, there is no escaping the venom.​
If the user poisons a target bound by a Serpens spell, the duration of the poison effect will be doubled.​

Constriction
Adept Tier​
Cost: --​
Frequency: 4 Round Cooldown​
Magnitude: --​
It is not easy to slip the grasp of the Arbiter within her caster's sight.​
If a target breaks out early from a Serpens binding spell within sight of its caster, the caster may immediately recreate that binding effect at half its original duration. After the secondary binding ends, four rounds must pass before this ability can be used again.​

Metamagic - Eye of Majesty
Skilled Tier​
Cost: --​
Frequency: --​
Magnitude: --​
Rarely does the serpent show its full form, and her casters are well-versed in spells which seek or stretch to reach their targets.​
When casting any spell, its maximum range is doubled. This metamagic knowledge is applicable to all schools.​

Rules of Nature
Master Tier​
Cost: --​
Frequency: 2 Round Cooldown​
Magnitude: --​
The strong live and the weak die. The poisons of Serpens are especially potent in tearing down even the most fearsome foes.​
When casting a Serpens poison spell, the spell is capable of removing one beneficial buff or healing spell from the target whose magnitude is lower than the Serpens spell used. After augmenting a poison in this manner, two rounds must pass before using this ability once more.​

Special Ritual - Glower of Serpens
Grandmaster Tier​
Cost: 25,000 Vigor; 1 Caelitium Pulveris​
Frequency: Once per Week​
Magnitude: 15​
The caster may channel the authority of Serpens. The caster drapes one arm over their eyes, and sinks to one knee. Then the caster pulls his arm away, the exposed eyes shining with a bright green light.​
All who look into the light, friend or foe, are ensnared by shadowy serpents, extending from the caster's other hand into the ground. Captured targets are then covered entirely in writhing snakes, completely petrified, unable to move or speak except at the whim of the caster. Attacks will not pass through the snakes, and the spell will last up to 8 hours. If the caster releases the spell, or is killed, all captured targets are released at the same time.​

AQUILA, THE BULWARK
The School of Aquila is the study of supportive magic, empowering and protecting the blessed. The Eagle once shared the gift of flight and thus the students of this School honor that by bestowing gifts and protections upon others as well as themselves.

Armor of Aquila
Novice Tier​
Cost: --​
Frequency: --​
Magnitude: 1​
The same power which bolsters others protects the caster, leaving a faint sheen of magical armor enveloping the caster.​
Upon casting any Aquila spell, the caster is covered in a layer of magical armor for up to five minutes. This is treated as light armor, but does not stack with other armor effects.​

Spell Hardening
Adept Tier​
Cost: --​
Frequency: 4 Round Cooldown​
Magnitude: Special​
If only for a moment, defenses can be strengthened beyond the norm by hardening the bands of protective magic.​
When casting or maintaining a protective Aquila spell, the caster can temporarily double its current magnitude. The temporary magnitude falls off at the start of the caster's next turn. After use, four rounds must pass before the ability can be used again.​

Metamagic - Fervor of the Bold
Skilled Tier​
Cost: --​
Frequency: 4 Round Cooldown​
Magnitude: --​
The spirit of Aquila strengthens the caster, not just others, and through that strength, it becomes possible to push casting to a new level. With the caster's mind protected against backlash, spells which normally require time to complete can be rushed out in an instant.​
The user can immediately cast a Focus spell as though it was focused for three rounds. The caster must pay the full three rounds of Vigor at once. After use, no other spells in the same school can be cast for two rounds. Four rounds must pass before this ability can be used again. This metamagic knowledge is applicable to all schools.​

Share the Sky
Master Tier​
Cost: --​
Frequency: --​
Magnitude: --​
A master of Aquila is gifted with prodigious blessings and strengths, and in the spirit of Aquila, it is possible to pass these on to another.​
All beneficial Aquila spells currently affecting the caster, including remaining duration, are passed to a target through touch.​

Special Ritual - Wings of Aquila
Grandmaster Tier​
Cost: 25,000 Vigor; 1 Caelitium Pulveris​
Frequency: Once per Week​
Magnitude: 15​
The user may channel the grace of Aquila. Brilliant golden wings take form on the caster's back with a 30m wing-span.​
These wings are capable of true flight at 40m per round, or 120m per round if doing nothing but moving; the flight is strong enough to carry up to three additional targets with the caster, and durable enough to be used as defensive shields. The wings last up to 8 hours; they can withstand up to 20 magnitude worth of direct damage before breaking.​
 

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The Martial Disciplines (Melee Skills)

Melee Basics

Martial combat is at once both honorable and barbaric. A holdover from the days before technology and magic were commonplace, head-to-head melee combat is seen alternately as more noble and more savage. Regardless of common perception, though, it remains in play because it is still effective and efficient... as well as satisfying.

Whether unarmed or carrying a weapon, the Martial Disciplines all require getting in close with the enemy, and as such there's a distinct disadvantage against ranged opponents. However, Martial combatants are also sturdier due to their trials and can generally get as good as they give.

Blocking and Parrying
A user may use their weapon to block another attack instead of attacking. Your normal magnitude of damage is instead treated as a magnitude for defense, reducing the incoming attack's effectiveness, potentially stopping it outright.​
Parrying refers to turning an attack aside. Doing it properly requires some skill in Battuentis, but it's important to note that parrying is all-or-nothing: either your parry is capable of turning aside the attack, or that attack will strike at full strength.​

Shield-Users
A shield counts as a melee weapon, and depending on the type (buckler, kite, tower, etc) can be light, medium, or heavy. Each has different benefits, detailed within the relevant skills; Battuentis, Militis, and Barbaris, respectively. As one might expect, they are better suited to defense than offense, but you can still attack with them.​

Dual Action
It is possible to wield two weapons at once, but there is no direct benefit or disadvantage to doing so. Dual-action rules, allowing a second attack or block per round, apply whether using the same or multiple weapons. When performing two physical (martial or ranged) actions in one round, the strength of the secondary attack or block is reduced by two tiers of magnitude, and the primary attack or block is reduced by one tier. Primary and secondary do not necessarily mean first and second: you can lead off with a weaker action and follow with a stronger.​

Combat Magnitude
In melee combat, the magnitude of your attacks is equal to your proficiency + the tier of your weapon + the tier of your tech used, if any. Although the magnitude potential is much lower than spellcasting, melee combat is much less costly overall, and less risky.

It's important to note that in Post Terminus, physical weapons or armor can block magical attacks. If the magic is capable of harming you physically, then it can be defended against physically. However, magic attacks are usually much harder to block because of area effects and unusual trajectories. Consider your character's in-game experiences.​



MILITIS, THE SOLDIER

"He who knows his own fate is free. To be a soldier is to advance onward, confident and free."
- Prophet Vexus


The Discipline of Militis encompasses combat styles that are direct. The Soldier can wield a broad variety of weapons and shields, choosing to accept combat head-on but balancing their offense and defense. Caution and confidence mingle here: for a Soldier, the ultimate goal is getting the job done and coming back home alive, not dying for glory.

Soldiers can handle all sorts of weapons, from humble daggers to broad greatswords, although they are best suited to medium-sized weapons that give them the best balance. Medium shields may be used for parrying or blocking, making them a versatile defense. When blocking with a medium shield, increase magnitude by two additional tiers; this bonus doesn't apply when parrying. When attacking with a medium shield, reduce magnitude by one tier.

Cleaving Stroke

Novice Tier​
Cost: 250 Vigor​
Range: Melee, 180° Arc​
Frequency: Once per Round​
Magnitude: +1​
The Discipline of Militis is a discipline of boldness, striving forward against all opposition. Regardless of how many obstacles or enemies stand in the Soldier's way, they attack boldly. The cleaving stroke is a biting statement to adversaries, "Your size means nothing. Your numbers mean nothing. Stand before me: I will attack."​
At a cost of 250 Vigor, usable once per round, Cleaving Stroke is an attack against all enemies in range in an arc in front of the Soldier. Requires a medium or large melee weapon.​

Versatile - Deflection
Adept Tier​
Cost: 500 Vigor​
Range: Melee, 360° Arc​
Frequency: 2 Round Cooldown​
Magnitude: +2​
A prudent warrior knows when to retreat and when to dodge. A disciple of Militis knows when to attack, instead, forcing enemy attacks to break around them. Even magical flames will give way to a Soldier's resolve.​
This ability costs 500 Vigor. Attacks within reach of the user's weapon, including wide-area attacks, have their strength reduced in magnitude by the magnitude of a single attack by the Soldier, affecting strongest attacks first. Attacks fully countered this way are deflected harmlessly away, and two rounds must pass before this ability can be used again. This Versatile technique is applicable to all disciplines.​

Versatile - Reckless Charge
Skilled Tier​
Cost: 1,200 Vigor​
Range: Melee, 15m Forward​
Frequency: 2 Round Cooldown​
Magnitude: +3​
Every moment hesitating is another moment lost. To a Soldier with drive and purpose, the solution is to discard uncertainty and doubt, to charge forward. Go forward, strike down your enemies, and persevere.​
This ability costs 1,200 Vigor. The Soldier rushes up to 15m straight forward, attacking each enemy on the path once. After completion, two rounds must pass before the ability can be used again. This Versatile technique is applicable to all disciplines.​

Shield Breaker
Master Tier​
Cost: 3,200 Vigor​
Range: Melee​
Frequency: Once per Round​
Magnitude: +4​
There will be opposition, there will be barriers. When things rear up which cannot be immediately overcome, sometimes it's necessary to remove distraction and focus on the end goal. The Soldier naturally excels at breaking these obstructions down, their blows becoming more ferocious as their blade bites deeper with every swing.​
Sword blows from a Master Soldier naturally 'dig in' to their targets, the force of their blows often forming messy, unclean wounds. By paying 3,200 Vigor, they apply such gruesome work to armor, shields, and barriers, rending them apart. This attack deals double damage to defenses but normal damage to other targets; in addition, the attack counts as three strikes against defenses which can withstand a limited number of hits. Requires a medium or large melee weapon.​

Exceed
Grandmaster Tier​
Cost: 10,000 Vigor​
Range: Melee​
Frequency: Once per Battle​
Magnitude: +5​
Those who have truly mastered the Discipline of Militis have already trained hard, fought in countless battles, and long ago learned courage and fortitude in the face of danger. Still, there will always be challenges, new dangers rising up to replace the old ones. Rather than be content plodding forward with their hard-earned prowess, a Soldier takes it further. Pushing themselves beyond their normal limits, the Soldier delivers three simultaneous attacks.​
This ability costs 10,000 Vigor, usable once per battle. The Soldier delivers three attacks simultaneously and unaffected by Dual Action rules. These attacks may be aimed at a single target or multiple. Requires a medium or large melee weapon.​

BATTUENTIS, THE FENCER

"Again he lashed out, thrice he swung, but the shadow would not be struck. Still he did not relent, until the shadow struck back."
- Prophet Deimar, excerpt from Annales Viskar


Favoring a more fluid style of combat, Disciples of Battuentis are mesmerizing to watch, and terrifying to face. Though Fencers favor lighter weapons and light, or even no, armor, they are formidable in combat due to their ability to redirect attacks and take crippling advantage of flaws and openings. Some who learn the Fencer's style do so out of necessity, seeking a method of combat that suits their frail forms. Others learn it for its graceful efficiency of motion.

Fencers utilize light weapons, like daggers, rapiers, sabers, or scimitars, and light shields like bucklers. They need to be lightly armored to move fluidly, meaning that avoiding attacks is more important than landing a hit. Bucklers and other very-light shields are only useful for parrying, not outright blocking, making them an all-or-nothing defense. However, when parrying with a buckler, increase magnitude by one additional tier.

Parry and Riposte

Novice Tier​
Cost: 250 Vigor​
Range: Melee​
Frequency: 1 Round Cooldown​
Magnitude: +1​
The Discipline of Battuentis favors finesse over force. The most basic element of that is the parry, wherein the Fencer puts forth just enough effort to turn aside an opponent's attack, without engaging in a battle of strength. The next element of Battuentis is to capitalize on the moment. When an opponent is reeling or off-balance, following a parry or any action which leaves an enemy off-guard, the Fencer takes advantage of the opportunity and strikes.​
This ability costs 250 Vigor for each step, Parry or Riposte. When parrying, a single melee attack of equal or lesser magnitude is deflected aside, and the opponent is considered off-guard. When riposting, the Fencer delivers a follow-up attack to an opponent that is off-guard; the enemy's defenses, if any, are reduced in magnitude by 2 for this attack. One round must pass before another parry or riposte can be attempted. Requires a light melee weapon.​

Versatile - Fleche
Adept Tier​
Cost: 500 Vigor​
Range: Melee, 3-10m Forward​
Frequency: 2 Round Cooldown​
Magnitude: +2​
Distance, too, can become advantage. When the enemy is beyond the immediate reach of the blade, the Fencer has a unique opportunity to initiate a lightning-fast lunge, capitalizing on speed and the opponent's confidence.​
This ability costs 500 Vigor. While between 3m and 10m from a target, the Fencer lunges forward and delivers an immediate attack. Two rounds must pass before this ability can be used again. This Versatile technique is applicable to all disciplines.​

Versatile - Remise
Skilled Tier​
Cost: 1,200 Vigor​
Range: Melee​
Frequency: 2 Round Cooldown​
Magnitude: +3​
Even failure can become opportunity, if your enemy sees the failure and lets down their guard. Should the Fencer's own attack be blocked or parried, or even miss outright, they can immediately attempt another attack before the enemy realizes it.​
This ability costs 1,200 of the user's maximum Vigor. If the user's own attack is blocked, is parried, or misses, the Fencer may make another immediate surprise attack. Two rounds must pass before this ability can be used again. This Versatile technique is applicable to all disciplines.​

Seconde Dessein
Master Tier​
Cost: 3,200 Vigor​
Range: Melee​
Frequency: 3 Round Cooldown​
Magnitude: +4​
The Seconde Dessein is an advanced feint, designed with the second strike already in mind. The Fencer's first attack is the feint, expected for the opponent to defend against and counterattack; the enemy's counterattack is then parried and the second, true attack is unleashed. If the engagement is controlled correctly, a clear striking opportunity will open up.​
The user initiates a weaker attack at half the normal magnitude. If it is blocked or parried, the user initiates seconde dessein: the target is considered off-guard and the user can parry and riposte the enemy's counterattack. This ability costs 3,200 of the user's maximum Vigor, paid only after the initial attack is blocked or parried. If the initial hit is dodged or strikes true, there is no loss of Vigor; two rounds must pass before it can be attempted again, regardless of success or failure.​

Prise de Fer
Grandmaster Tier​
Cost: 10,000 Vigor​
Range: Melee​
Frequency: Once per Battle​
Magnitude: +5​
The Discipline of Battuentis capitalizes on an opponent's perceptions, utilizing finesse to turn an enemy's strength against themselves. The Prise de Fer is not a singular move, but an amalgamation of the various techniques of Battuentis into one devastating combo. The Fencer begins with a short-range lunge, parrying his enemy's attack -- not just turning it aside but taking control and redirecting it to another nearby target -- then immediately follows through with a powerful riposte which can transition immediately into a remise.​
This ability costs 10,000 Vigor to execute, usable once per battle. Upon execution, the user closes up to 10m of distance; a single melee attack of equal or lesser magnitude is redirected to a nearby target of the user's choice. Immediately following this parry, the Fencer delivers a follow-up attack; if this attack misses, the Fencer may make a second attempt. Requires a light melee weapon.​


CONTIGERI, THE LANCER

"Mightily he cheered, lifting his lance high. As all cheered with him, he charged ahead, to claim the victory he already celebrated."
- Prophet Adria


Seeking control of the battlefield, the Discipline of Contigeri encourages use of reach weapons and the adeptness to use them in both close and medium ranges. Lancers need to be mobile, using not only the greater range of their weapons but adept footwork to keep the upper-hand. They attack fast, retreat fast, and switch between the two seamlessly.

Lancers are trained in the usage of polearms of all kinds: spears, halberds, lances, guisarmes and so forth. It's possible to wield a spear with a shield, but that style of combat is better suited to Militis. The Discipline of Contigeri keeps both hands on the polearm.

Feint
Novice Tier​
Cost: 250 Vigor​
Range: Melee​
Frequency: 1 Round Cooldown​
Magnitude: +1​
Adept footwork is necessary to those that follow the Discipline of Contigeri, as is battlefield awareness. The Lancer prevails by moving fast, attacking fast, and defending fast. One of the first things any Lancer learns is how to feint, to misdirect their opponent by attacking twice in rapid succession -- one a ruse, the other real -- giving the target only a split second to decide which attack to defend against. It is a basic and yet effective technique uniquely valuable for weapons of greater reach.​
This ability costs 250 Vigor. The user performs two quick strikes. The first strike does not damage but forces the target to move 1m in the direction of the user’s choosing; the target is considered off-guard. The second strike is treated as a full-strength melee attack. One round must pass before this ability may be used again. Requires a polearm.​

Versatile - Fall Back
Adept Tier​
Cost: 500 Vigor​
Range: Melee​
Frequency: 1 Round Cooldown​
Magnitude: +2​
In melee combat, Disciples of Contigeri hold the distinct advantage of range, so it is always prudent to maintain control of that range. To this end, Lancers practice the simple act of falling back, moving and attacking in the same motion to discourage pursuit. While simple in concept, it takes practice to make it effective in combat, heightening their control of the battlefield.​
This ability costs 500 Vigor. The user makes an attack and retreats backward up to 5m. One round must pass before this ability may be used again. This Versatile technique is applicable to all disciplines.​

Versatile - Comfort Zone
Skilled Tier​
Cost: --​
Range: Melee​
Frequency: Constant​
Magnitude: --​
A common preconception among warriors is that the weakness to a polearm is getting inside its range, where the wielder is then helpless. However, skilled Lancers have worked through this glaring weakness, improving their grips and footwork, shifting and angling their weapons to continue attacking and defending even in close combat with no noticeable dip in efficacy.​
A Lancer can fight equally well in any melee range, and upon attacking or defending during any given round, a Lancer may move 1m in any direction with no loss of skill, stance, or awareness. This Versatile technique is applicable to all disciplines.​

Iron Gate
Master Tier​
Cost: --​
Range: Melee​
Frequency: 1 Round Cooldown​
Magnitude: +4​
The Discipline of Contigeri boasts speed, versatility, and attack power, with moderate defense. The Iron Gate was developed to bring those defenses on par with the attacks. The Lancer focuses all their strength into their arms, holding their polearm vertically with one end against the ground. For a brief time, it makes for a deceptively effective shield, one which can immediately transition back into a deadly weapon.​
This technique allows the user to make an additional block at full strength every other round. Requires a polearm.​

Dervish
Grandmaster Tier​
Cost: 10,000 Vigor​
Range: Melee, 360° Arc​
Frequency: Once per Battle​
Magnitude: +5​
Even the best Lancer will eventually find himself outnumbered, surrounded, or backed into a corner. The true master of the Discipline of Contigeri, rather than trying to escape, may instead encourage his enemies to attack. Though it requires every ounce of skill and discipline, by utilizing everything he has learned, the Lancer may defend himself from every attack, whether one or a dozen, and when his enemies have exhausted themselves, he strikes, making an exit over the fallen form of his enemy.​
This ability costs 10,000 Vigor, usable once per battle. For the full round of activation, the Lancer is able to evade, deflect, or block every incoming melee attack, equal to or less than the magnitude of the user's attack. After every attack has been defeated, the Lancer then makes a single final strike at one opponent. Requires a polearm.​


BARBARIS, THE BARBARIAN

"Make way lest the way be made through you."
- Prophet Deimar


Disciples of Barbaris attack with overwhelming force. That’s all there is to it. Why retreat when you can force the enemy to retreat? Barbarians use their brawn to devastating effectiveness, with a reputation for being fearless in battle.

Heavy weapons are the specialty for this Discipline: greatswords, axes, warhammers, giant clubs, tower shields. Heavy shields, such as tower shields, may be used for blocking but are too unwieldy for parrying; they make a steadfast defense. When blocking with a heavy shield, increase magnitude by three additional tiers. Heavy shields are unwieldy to attack with, but their bulk makes them effective bashing tools if you can land a hit.

Earthshaker

Novice Tier​
Cost: 250 Vigor​
Range: 10m Cone​
Frequency: 1 Round Cooldown​
Magnitude: +1​
The Barbarian performs a powerful overhead attack at his opponent. It is likely one of the most-telegraphed moves any warrior can make, but this is a simple - if effective - deception that belies its true purpose. The sundering blow cleaves the ground it strikes and allows the Barbarian to fling a significant portion of debris in the desired direction. Though crude, this method of controlling space is often the very opening the decisive combatant needs to deliver a fatal blow.​
This ability costs 250 Vigor to use. The user flings a long, 10m cone of debris in front of themselves. Those who block or receive this debris as an attack are unable to move more than 5m for the following round. One round must pass before this ability can be used again. Requires a heavy melee weapon.​

Versatile - Gangway
Adept Tier​
Cost: 500 Vigor​
Range: Melee​
Frequency: 1 Round Cooldown​
Magnitude: +2​
There is no room for subtlety in the Discipline of Barbaris. A Barbarian gives his all in every battle. It's not a lack of intelligence, but rather an abundance of passion. The raw power of a Barbarian is daunting to face, and even seasoned warriors give way when struck by the incredible force of their heavy attacks.​
This ability costs 500 Vigor to use. When struck by this attack, enemies or objects are pushed or thrown up to 10m away. One round must pass before this ability can be used again. This Versatile technique is applicable to all disciplines.​

Versatile - Whirlwind
Skilled Tier​
Cost: 1,200 Vigor​
Range: Melee, 360° Arc​
Frequency: 3 Round Cooldown​
Magnitude: +3​
Those who adhere to the Discipline of Barbaris, should they survive long enough, gain a terrifying reputation. Enemies go after the Barbarian in greater numbers, and so it's necessary to learn how to deal with attacks from every side. Whirlwind is the no-nonsense answer to that situation, a bold series of attacks, aiming at every enemy in range. Though an incredible strain, it comes with such speed and ferocity that few can defend against it.​
This attack costs 1,200 Vigor, and replaces the user's normal attacks that round. Every enemy within melee range is attacked once. The user is considered off-guard when the attack finishes, and three rounds must pass before this ability may be used again. This Versatile technique is applicable to all disciplines.​

Stetit Audacter
Master Tier​
Cost: 3,200 Vigor​
Range: Melee​
Frequency: 2 Round Cooldown​
Magnitude: +4​
With such a violently aggressive style of combat, Barbarians are no stranger to injury. Stetit Audacter takes that pain and turns it into strength. By challenging their opponents and openly accepting a solid blow, the Barbarian can then internalize that pain, transforming it into rage and strength, increasing the deadliness of their follow-up attack.​
This ability is initiated at the end of a turn with the user placing themselves off-guard, and its effects last until the start of the user's next turn. After being struck, the user immediately counter-attacks the one who struck him. This ability costs 3,200 of the user's maximum Vigor, paid only after the initial enemy strike occurs; this cost may be paid for each counter if multiple enemies attack, but each enemy can only be countered once. If no enemy attack hits, there is no loss of Vigor; two rounds must pass before it can be attempted again, regardless of success or failure. Requires a heavy melee weapon.​

Executioner
Grandmaster Tier​
Cost: 10,000 Vigor​
Range: Melee + 10m Radius​
Frequency: Once per Battle​
Magnitude: +5​
It's already been said that there's no room for subtlety and that holds true even for a true master of the Discipline of Barbaris. There is no intricate and complicated technique to master; instead, it can simply be said that such a grandmaster is a fearful thing to behold, because they not only strike with all the strength they have: they strike with greater strength than their body can handle.​
This attack costs 10,000 Vigor, usable once per battle. Upon striking the main target, the force of the attack knocks everyone within 10m, besides the Barbarian and target, off their feet by the force of the attack. Requires a heavy melee weapon.​


PUGILIS, THE BRAWLER

"Hearty and hale, he strode ahead, head lifted high, unarmed but unbroken. As the stone against the tide, his enemies crashed against him only to be cast aside."
- Prophet Adria


In order to fight without a weapon, one must become the weapon. That is the one shared goal of the many styles that comprise the Discipline of Pugilis. To fight unarmed against armed, it’s not enough to be good at attacking. It’s necessary to sublimate the fear of being struck, to suppress the pain of your wounds, and turn your mastery to limiting your foes’ attacks.

The weapon of the Brawler is their own body, clearly. Any part of the Brawler's body is considered equivalent to a 'fist weapon.' At times, one may choose to use very small weapons that can be wielded without changing up the user’s unarmed style: some daggers, kukri, knuckle-dusters, and so forth are acceptable augmentations. When completely unarmed or armed only with fist weapons, the Brawler may attack twice per round with dual-action penalties for both attacks reduced by one (resulting in 0, -1).

Limitless

Novice Tier​
Cost: 250 Vigor​
Range: Self​
Frequency: 2 Round Cooldown​
Magnitude: +1​
Practitioners of the Art of Pugilis have refined their own body into a weapon. Through rigorous training, it sometimes appears that it is almost impossible to keep a honed fighter down. However, fighting in such close range is both a blessing and a curse. While they are capable of overwhelming enemies with repeated, unrelenting strikes, the nature of their fighting style requires them to get into extremely close range. By calling upon a reservoir of hidden strength, they are able to break out of attempts to bind them.​
By paying 250 Vigor and activating Limitless, the fighter uses their strength to rip through and free themselves from bindings both physical and magical. This is treated as a bonus unarmed attack against the binding, outright breaking out of weaker bindings. Two rounds must pass before this ability can be used again.​

Versatile - Blood from a Stone
Adept Tier​
Cost: 500 Vigor​
Range: Self​
Frequency: Special​
Magnitude: --​
A Brawler is open to a lot of punishment, but they train themselves to withstand it and keep going. Pain causes a surge of adrenaline, which the Brawler can use to drown out the very sensation of pain, fighting through bruises, gouges, and broken bones. This is a form of physical and mental discipline, though, and so it has its limits.​
This ability costs 500 Vigor, per round. All pain is suppressed, allowing the user to continue fighting through it. This can be kept active for up to five rounds; for each round active, one round must pass before the ability may be used again. This Versatile technique is applicable to all disciplines.​

Versatile - Blink
Skilled Tier​
Cost: 1,200 Vigor​
Range: 15m Any Direction​
Frequency: 2 Round Cooldown​
Magnitude: --​
Movement and footwork are absolute necessities for unarmed combat. Even a boxer uses deft footwork to close in and retreat. The Discipline of Pugilis involves extensive training to maximize movement speed, rushing in bursts to get in close or run to the side. The burst of speed is so great, that people have described it as blinking from one location to another.​
This ability costs 1,200 Vigor. The user moves 15m in any direction. Two rounds must pass before this ability may be used again. This Versatile technique is applicable to all disciplines.​

Combo Breaker
Master Tier​
Cost: 3,200 Vigor​
Range: Melee​
Frequency: 2 Round Cooldown​
Magnitude: +4​
The Discipline of Pugilis emphasizes the honing of the body, turning the Brawler into a force to be reckoned with. One of the coveted techniques possessed by unarmed masters is the ability to deliver a blow with such force that it completely interrupts the victim. It is invariably a lightning-fast, very close-range attack, though the method of delivery varies. Anything from a barbaric head-butt to the legendary one-inch punch will serve.​
This ability costs 3,200 Vigor. This near-instantaneous attack not only damages the target, but interrupts any single physical action - including somatic casting of spells - of equal or lesser magnitude. Two rounds must pass before this can be used again. Requires unarmed or fist weapons.​

Immovable Object
Grandmaster Tier​
Cost: 10,000 Vigor​
Range: Self​
Frequency: Once per Battle​
Magnitude: 10​
For those who rise to the pinnacle of the craft that is the Discipline of Pugilis, the act of holding one's ground becomes second nature. As the rock which sits in the bed of a creek refuses to be swept away by the current, so too does the Grandmaster of Pugilis see all attempts to move them break apart and wash away.​
This ability costs 10,000 Vigor, and is useable once per battle. Concentrating briefly, the user projects a barrier atop their person, which halts all attacks and attempts to dislodge the Pugilist from their place. This barrier is valued at 10 tiers of magnitude, and persists until destroyed.​
 

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The Armament Credos (Ranged Skills)
Ranged Basics

Adhering to the credos of modern Armaments is a sign of nobility and an embrace of technological advancement. It is still, however, rooted in the physical world, with mechanical parts and a tangible presence, unlike the more esoteric pursuits of magic. Though users of guns and even bows can be seen as cowards, only the foolish would willfully put themselves in harm's way to land a blow.

The Armament skills are set up around the idea of using ranged weapons in combat. There are trade-offs there: it grants the ability to attack from a greater distance, but leaves the user less capable of defending themselves in close-quarters, and at time reloading or running out of ammo can be a liability.


Base Ranges

Barring techs or special gear, these are the base effective ranges in each school. Actual range can be quite far, with bullets remaining dangerous up to 1-5km away, depending on the weapon. However, you'll mostly be concerned with 'effective' range, which is the range at which you can reliably hit a stationary man-sized target 90% of the time, and 'long' range, which is the range at which you can reliably hit a stationary man-sized target 50% of the time. At long range, your attack is reduced in magnitude by 2 tiers, but cannot be less than 1 magnitude. Each weapon type has a different effective and long range. If your weapon is a spread weapon, which deals damage in a wider area, the effective and long range are reduced by half.​
  • Pistolii: 25m Effective/75m Long
    • Sclopeto: 50m Effective/250m Long
    • Perspicax: 100m Effective/500m Longm
  • Polybolii: 30m Effective/90m Long. Prolonged shooting has the following effect with Polybolii weapons:
    • Spread increases by 1m at the end of each round of shooting. Maximum spread is 3m.
      • Range reduces by 5m Effective/15m Long at the end of each round of shooting. Minimum range is 15m Effective/45m Long.
      • At the end of one round without shooting, the Polybolii weapon will return to normal accuracy.
    • Cannonis: 60m Effective/120m Long for propelled explosives. Throwing range is roughly 30m.
Standard ammo does not need to be actively purchased: unless ammunition is removed or limited for RP reasons (including personal RP reasons), it will not generally be tracked. Costs and effectiveness are by attack actions, not by individual bullets.​


PISTOLII, THE DUELIST

"Our hands swift, our judgment sure. Viskar, Immaculate of times before, forgive us our discourse."
- Solaviskar prayer, origin unknown

With a keen reaction time and a penchant for always keeping a sidearm close at hand, those who follow the Credo of Pistolii drill themselves day and night to perfect their dueling capabilities. Skilled practitioners are able to take advantage of an almost supernatural reaction time, and possess an utmost mental discipline to take stock of their surroundings.

Base range for Pistolii is 25m Effective/75m Long. Any conventional sidearm or small arms is child's play for a Duelist to wield. Pistols and their machine variants, revolvers, even more compact crossbows are all wielded with equal efficiency.


Quick Draw
Novice Tier​
Cost: 250 Vigor​
Range: 30m​
Frequency: 2 round cooldown​
Magnitude: +1​
A quality practitioner of the Credo of Pistolii could stare down as many as ten times their number and walk away intact. Each bullet has its place, and each target has one with their name on it.​
This ability costs 250 Vigor. The user immediately draws their handgun (if not already drawn) and fires a shot, before and in addition to any other actions that turn. Two rounds must pass before this ability may be used again. Requires a handgun.​

Integral - Ricochet
Adept Tier​
Cost: 500 Vigor​
Range: 30m​
Frequency: Once per Round​
Magnitude: +2​
When the going gets tough, the tough get going, or so the saying goes. For a Duelist, this means being able to place shots in the most ridiculous of circumstances. Those who accumulate a keen enough eye and a certain strength of the wrist can angle a shot just so, allowing it to bounce off solid surfaces to hit at unusual angles.​
This ability costs 500 Vigor, usable once per round. The user fires a shot which can ricochet up to 45 degrees after striking a solid object. This Integral technique is applicable with all credos.​

Integral - Run and Gun
Skilled Tier​
Cost: 1,200 Vigor​
Range: 30m​
Frequency: Once per Round​
Magnitude: +3​
As a Duelist's skill increases, so too does their experience; and with this experience, comes a very commonly known rule of gunfights: don't be where the enemy is shooting. Relocating while maintaining fire is a difficult-to-master concept, but those who succeed reap the benefits.​
This ability costs 1,200 Vigor. Once per round, the user may make a swift movement up to 10m in any chosen direction, making an attack mid-way through it. This Integral technique is applicable with all credos.​

Double Tap
Master Tier​
Cost: 3,200 Vigor​
Range: 30m​
Frequency: 2 Round Cooldown​
Magnitude: +4​
Never trust a single shot to get the job done. The Credo of Pistolii functions on speed and efficiency, and sometimes that means that for the sake of one, you sacrifice the other.​
This ability costs 3,200 Vigor. After firing at least one shot, the user double taps with this additional attack. Two rounds must pass before the ability may be used again. Requires a handgun.​

Shot in the Dark
Grandmaster Tier​
Cost: 10,000 Vigor​
Range: 30m​
Frequency: Once per Battle​
Magnitude: +5​
The best of the best could drop their targets in the blink of an eye, Duelists whose hands were faster than any politician's mouth. A grandmaster of the Credo of Pistolii makes a single shot against any odds, cutting down an opponent before their own attack can complete.​
This ability costs 10,000 Vigor, usable once per battle. In response to an oncoming attack, a Duelist may immediately draw their firearm - if not drawn already - and fire a single shot at an opponent. This does not negate an opponent's attack, but instead makes an attack against all odds, and will always land before their opponent's attack; it is possible to prevent the initiating attack under the right circumstances. Requires a handgun.​


SCLOPETO, THE RIFLEMAN

"Spare a thought not for the swordsman, who meets his end in bloody vitriol, but for the rifleman, who knows not his end before it meets him."
- Prophet Vexus

Those who adhere to the Credo of Sclopeto are disciplined and composed even in the heat of battle. Using their weapons is second nature to them, and a Rifleman is likely to take aim under heavy fire or reload on the run. Full assault is the best solution, and the Rifleman charges fearlessly ahead.

Base range for Sclopeto is 50m Effective/250m Long. Small, light, and medium firearms are all familiar territory to the Rifleman. The eponymous rifle, carbines, and even shotguns are well-suited to those straightforward and effective tactics. All ranged attacks within the 10-25m sweet spot are increased in magnitude by one tier.

Firing Line

Novice Tier​
Cost: 250 Vigor​
Range: 10-25m​
Frequency: 2 Round Cooldown​
Magnitude: +1​
Exemplifying their mid-range potential, a Sclopeto practitioner aims to keep their target within a sweet spot of their firing range. In fact, shots fired in that range are greatly augmented, capable of carrying a destructive stopping power.​
This ability costs 250 Vigor. The Rifleman's next shot temporarily hobbles a target, preventing them from moving more than 5m in the next round. Three rounds must pass before this ability may be used again. Requires a medium ranged weapon.​

Integral - Soldier's March
Adept Tier​
Cost: 500 Vigor​
Range: Self​
Frequency: 1 Round Cooldown​
Magnitude: 2​
Adept at wading through the chaotic battlefield, even a war-zone does not faze a skilled Rifleman. Whether it is through sheer determination or force of will, there is little that phases a Rifleman. Even enemy attacks are incapable throwing off his rhythm.​
This ability costs 500 Vigor. For one round, any attempt to impede the Soldier’s movement is reduced in effectiveness by two tiers. One round must pass before this ability can be used again. This Integral technique is applicable with all credos.​

Integral - Fog of War
Skilled Tier​
Cost: --​
Range: 30m Radius​
Frequency: Once per Battle​
Magnitude: 3​
A Sclopeto member is always prepared not just to survive the trials of battle but to create chaos on the battlefield.​
Once per battle, a Soldier can throw out a smoke grenade; no supplies are consumed for this technique. The smoke obscures vision in a 30m radius and lasts for three rounds. A Master Soldier is able to navigate the smokescreen freely, but all attacks made through or within the smokescreen are reduced in effectiveness by three tiers. This Integral technique is applicable with all credos.​

Snap Shot
Master Tier​
Cost: 3,200 Vigor​
Range: 10-25m​
Frequency: 3 Round Cooldown​
Magnitude: +4​
War is chaotic and yet the use of a rifle requires calm and precision. A Soldier must be able to act and react in an instant regardless of what is going on around them.​
This ability costs 3,200 Vigor. The Soldier is able to fire a shot at each enemy that enters or leaves the sweet spot range, both near and far. Three rounds must pass before this ability can be used again. Requires a medium ranged weapon.​

Lights Out
Grandmaster Tier​
Cost: 10,000 Vigor​
Range: 10m-50m​
Frequency: Once per Battle​
Magnitude: +5​
If it’s worth doing, it’s worth overdoing. The Rifleman is capable of shutting down his enemies in a single shot. A mark of a true master, the pinnacle of the Credo of Sclopeto has been rumored to even stop the most titanic vistra. Loading all of their Vigor into the next shot that they fire, the bullet blasts outward in a cone of shrapnel, the assault striking precisely at target’s weakest points. Aside from doing massive damage, the enemy is paralyzed with pain.​
This ability costs 10,000 Vigor, usable once per battle. A single target within 50m, when struck by the attack, will be fully paralyzed for one round. Requires a medium ranged weapon.​


PERSPICAX, THE SNIPER

"With a thought, did the hunter loose his arrow. With another, did he see it strike true, his quarry slumped across the plain."
- Prophet Deimar, excerpt from Annales Viskar

Preparation, planning, and environmental awareness are perhaps the most vital tenets for followers of the Credo of Perspicax... along with impeccable aim. Practicality takes the forefront here, as a Sniper typically has no interest in engaging opponents 'fairly' -- in struggles of life and death, it's best to have the upper hand, the high ground, and the element of surprise all rolled into one.

Base range for Perspicax is 100m Effective/500m Long. Snipers favor heavy rifles and great bows, weapons which might be unwieldy in close combat... but were never meant to be used in close combat.

Pinpoint
Novice Tier​
Cost: 250 Vigor​
Range: 500m​
Frequency: 2 Round Cooldown​
Magnitude: --​
After studying their targets, Snipers are often able to predict their movements, even after they've moved out of sight. It's less effective the longer a target stays out of sight, though more experienced Snipers are better at this tracking.​
This ability costs 250 Vigor per round. Marking a target within 500m, the Sniper can keep track of the target even if they move out of sight for as long as this ability is active. If the user's concentration lapses, it cannot be resumed unless the target comes into view again. Requires a sniping weapon.​

Integral - Ballistic Advantage
Adept Tier​
Cost: --​
Range: 100m​
Frequency: Special​
Magnitude: +2​
Adherents to the Credo of Perspicax are feared and renowned for their ability to systematically strike and eliminate off-guard targets. When they identify an unaware target, even the briefest amount of additional time they are provided to set up their shots can greatly amplify the damage of the shot.​
If a Sniper makes an attack whilst unnoticed, its damage is increased by two tiers of magnitude. This ability cannot be reactivated without going undetected by all enemies for a full round after it has been used, by whatever means the Sniper has at their disposal. This Integral technique is applicable with all credos.​

Integral - Incapacitation
Skilled Tier​
Cost: 1,200 Vigor​
Range: 100m​
Frequency: Once per Round​
Magnitude: +3​
A skilled Sniper can afford to aim at targets more specific than center mass, if the situation allows. However, if that one shot isn't guaranteed to take out the target, the next best thing is to disable the target in some way. Taking aim at a limb or other extremity, the Sniper seeks to send a shot to cripple the target, allowing for follow-up shots to finish the job.​
This ability costs 1,200 Vigor. The struck limb will be disabled for the following two rounds; only one limb may be disabled per target. This Integral technique is applicable with all credos.​

Active Concealment
Master Tier​
Cost: 3,200 Vigor​
Range: Self​
Frequency: 3 Round Cooldown​
Magnitude: +4​
The most dangerous bullet is the one that you don’t see coming. Those who have devoted themselves to the Art of Prespicax are feared for their ability to move and strike unseen. Blending into their surroundings and moving with mechanical proficiency, master practitioners are capable of moving and firing shots without compromising their position.​
By paying 3,200 Vigor, the technique muffles all movement sound the Sniper makes during the turn. Furthermore, the first shot the Sniper fires that turn is silenced, making it impossible to track the source of the shot. Three rounds must pass before this ability is able to be used again. Requires a sniping weapon.​

From Excelsus With Love
Grandmaster Tier​
Cost: 10,000 Vigor​
Range: Sight​
Frequency: Once per Battle​
Magnitude: +5​
A Sniper works best in clear areas, with open air between the muzzle of his rifle and his target. Should the target stay inside or always move behind cover, there's very little a Sniper can do besides wait. For a true master of the Credo of Perspicax, though, it's possible to make an impossible shot through walls, barriers, even armor. It requires intense concentration and knowing beyond a doubt where the target is, but for the greatest of Snipers, it may be possible.​
This ability costs 10,000 Vigor, usable once per battle. All obstructions and barriers are ignored for one shot. Requires a sniping weapon.​


POLYBOLII, THE GUNNER

"Too often we see the fruits of one's labor twisted for the purposes of those with lesser intentions."
- Prophet Adria

The Credo of Polybolii is for those who either have absolute faith in their eternal afterlife or are just so gutsy that they can't imagine dying in this life. That could be an unfair assessment, but suffice it to say that Gunners favor excess over finesse and their wild hail of gunfire is excellent for drawing attention and discouraging opposition.

Base range for Polybolii is 30m Effective/90m Long. Prolonged shooting has the following effect with Polybolii weapons:
  • Spread increases by 1m at the end of each round of shooting. Maximum spread is 3m.
  • Range reduces by 5m Effective/15m Long at the end of each round of shooting. Minimum range is 15m Effective/45m Long.
At the end of one round without shooting, the Polybolii weapon will return to normal accuracy. Weapons with a high rate of fire are a Gunner's friend, and the size isn't necessarily a detriment. As a consequence, though, expect to burn through ammunition at an alarming rate.

Danger Close
Novice Tier​
Cost: 250 Vigor​
Range: 30m​
Frequency: 2 Round Cooldown​
Magnitude: +1​
Obstructions and barriers are usually meant for stopping an attack or a few attacks. Very few are designed to hold up against a constant barrage of them. Instead of seeing them as obstructions, the Gunner treats such concepts as the target.​
This ability costs 250 Vigor. Damage is doubled against barriers and cover. Two rounds must pass before this ability may be used again. Requires an automatic ranged weapon.​

Integral - Hold Position
Adept Tier​
Cost: --​
Range: 30m​
Frequency: 1 Round Cooldown​
Magnitude: +2​
An unending rain of bullets is the best way to discourage opposition. Adherents to the Credo of Polybolii trust in that excess and value the sheer damage output above all else. When given the opportunity to lockdown and fire freely, they are capable of ripping through almost any opposing force.​
By sacrificing the ability to make movement, the Gunner is able to amplify the raw amount of damage they are able to deal. While active, this ability increases the amount of damage the Gunner deals with their attacks. The Gunner must wait one turn before swapping out of the Hold Position stance. This Integral technique is applicable with all credos.​

Integral - Spray and Pray
Skilled Tier​
Cost: 1,200 Vigor​
Range: 30m​
Frequency: 3 Round Cooldown​
Magnitude: +3​
Quantity over quality leaves no room to run. Aiming a barrage toward the ground, the Gunner can either dissuade running, or immobilize those who foolishly or ignorantly rush through the hail of bullets. Up close, a more sadistic Gunner could encourage his targets to dance. However, the ability invariably leaves one's firearm empty, and requires the following round to reload.​
This ability costs 1,200 Vigor. The user unloads all remaining bullets in the firearm; all targets in front of the gunner, within 30m, are forced to retreat 10m. Three rounds must pass before this ability may be used again. This Integral technique is applicable with all credos.​

Full-Auto
Master Tier​
Cost: 3,200 Vigor​
Range: 30m​
Frequency: Once per Round​
Magnitude: +4​
The Credo of Polybolii excels at suppression, tearing down defenses and discouraging opposition, but with proper control, the bullet hell can also be deadly. A master Gunner firing a fully automatic weapon can snap from one target to another, with no loss of effectiveness.​
This ability costs 3,200 Vigor, usable once per round. The user is able to make an additional primary attack at full effectiveness. Requires an automatic weapon.​

No Survivors
Grandmaster Tier​
Cost: 10,000 Vigor​
Range: 30m​
Frequency: Once per Battle​
Magnitude: +5​
Finesse was never part of the Credo of Polybolii, and true masters don't try to inject it into the practice. Why fix something that isn't broken, after all? When overwhelmingly outnumbered, a Gunner shows no hesitation, displaying their absolute faith in their weapon with a hail of gunfire that doesn't stop until the ammo feed is emptied out, taking out enemies in every direction.​
This ability costs 10,000 Vigor, usable once per battle. The user unloads all remaining bullets in the firearm. Up to six separate targets are attacked at full strength at one time. Requires an automatic weapon.​


CANNONIS, THE BOMBER

"All conflict entails some element of chaos, but there exist those who embody it, rather than oppose it."
- Prophet Vexus

If it's worth doing, it's worth overdoing. The Credo of Cannonis favors the use of overwhelming force despite the risk to the Bomber, the surrounding landscape, and everyone around, both friend and foe. It's a dangerous pursuit, but effective in the right hands.

Base range for Cannonis is 60m Effective/120m Long for propelled explosives. Throwing range is roughly 30m. All forms of explosives, from humble grenades and mines to rocket launchers, serve as the Bomber's instruments.

There are no Integral techniques in this credo.

Blast Radius

Novice Tier​
Cost: 250 Vigor​
Range: 60m, 2m-10m Radius​
Frequency: Once per Round​
Magnitude: +1​
Dealing with explosives is always dangerous, but dealing with explosives augmented by an adherent to the Credo of Cannonis is downright terrifying. There's no way to know what to expect, with on-the-fly modifications to explosives changing their properties and making them hard to predict. One of the simpler modifications is to contain the blast radius, causing greater damage on a smaller scale, or expand it, hitting a greater area at reduced effectiveness.​
This ability costs 250 Vigor, usable once per round. The augmented explosive may either be contained to a 2m radius or expanded to a 10m radius. Requires an explosive weapon.​

Delayed Detonation
Adept Tier​
Cost: 500 Vigor​
Range: 60m, 5m Radius​
Frequency: Once per Round​
Magnitude: +2​
When needed, a Bomber can tweak the length of the internal fuse for an explosive. Rather than going off immediately or on impact with a target, it's delayed for several seconds. This both allows the explosive to catch an enemy off-guard as well as giving the opportunity for an explosive to penetrate cover before exploding to do more damage from the inside.​
This ability costs 500 Vigor, usable once per round. The augmented explosive detonates one round after being armed or launched. If launched, the explosive is treated as a normal projectile, with magnitude reduced by three tiers if it hits a target or obstruction. Requires an explosive weapon.​

Proximity Detonator
Skilled Tier​
Cost: 1,200 Vigor​
Range: 60m, 5m Radius​
Frequency: Once per Round​
Magnitude: +3​
An advanced application of Delayed Detonation, the Bomber can augment the explosive to check for targets in the vicinity, only detonating when a target comes in range. When the explosive would normally be armed -- such as on impact or after the internal fuse goes off -- the proximity detonator is armed instead. It's important to remember where the explosive is left or fired, though, because the detonator makes no distinction between friend and foe.​
This ability costs 1,200 Vigor, usable once per round. The augmented explosive will not detonate until a target comes within 1m. It will beep twice before exploding, but gives no other warning. Requires an explosive weapon.​

Overkill is Underrated
Master Tier​
Cost: 3,200 Vigor​
Range: Special​
Frequency: Once per 10 Rounds​
Magnitude: +4​
There's no kill like overkill. The Bomber arms at least three explosives to detonate in unison. When any of the bombs explode, all linked explosives detonate at once.​
This ability costs 3,200 Vigor for the first three explosives, plus 1,600 Vigor for each additional explosive linked. Explosives to be linked must all be in the user's possession to be armed, but can be individually moved and placed afterward. Linked explosives are treated as one explosive for additional augmentations (such as Blast Radius, Delayed Detonation, Proximity Detonator, or feats), and when any of the linked explosives detonate, all other linked explosives go off at the same time, regardless of distance or obstructions between them. Ten rounds must pass after detonation before this ability can be used again. Requires an explosive weapon.​

Nuclear
Grandmaster Tier​
Cost: 10,000 Vigor​
Range: 60m, 100m Radius​
Frequency: Once per Battle​
Magnitude: +5​
An explosion unto the gods: a true master of the Credo of Cannonis may throw caution to the wind and try to set the world itself ablaze. With no regard for safety or restraint, the Bomber combines and combines five or more explosives together, pushing them beyond anything sane men dream of and creating a catastrophic eruption of flames and shrapnel.​
This ability costs 10,000 Vigor, usable once per battle. The range of this attack is increased to a 100m radius. Explosions continue going off repeatedly for a full round. Requires an explosive weapon.​
 

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The Overseer Callings (Command Skills)
Overseer Basics


This category of skills is based around attaining a minion or pet that will either support you in combat or serve as your primary asset in combat. Be aware that no skill in the Overseer's Calling directly buffs the player character or grants them direct skills.

Once obtained, minions (and pets) work as follows:
  • The Overseer may command their Minion up to a distance determined by skill. If the Minion exceeds this range, it can no longer communicate with the Overseer or use abilities which require Vigor.
  • The Minion does not have its own vigor. Both Overseer and Minion share the same Vigor pool.
  • Do not use the Minion's combat readiness to gauge the Overseer's ability to respond to attacks.
  • The Minion can die or be defeated. This is especially important for beasts.
The other details vary by skill and will be detailed within the relevant skill.


MANSUETIS, THE TAMER

"Long have man and beast co-existed. No such boundary should separate us from cooperation."
- Prophet Deimar


Basics - Taming A Beast
Following the Call of Mansuetis requires a certain affinity and understanding of wildlife. Taming a beast to be a companion is not as simple as breaking a horse. A Tamer must understand their companion, understand the beast's pride and desires, its strengths and weaknesses. While the average person might cower in fear or charge forward to establish dominance, a Tamer neither disdains nor fears the beasts of the wild. A Tamer recognizes the savage strength of natural creatures, respects it, and seeks to make it his own. As they gain a greater connection with each other, a tamer and his companion can become a formidable and frightening team.

Taming a beast requires first gaining its respect and trust, through a show of the tamer's own strength or demonstrating empathy. It can be a difficult and sometimes bloody process, often spanning weeks; it is difficult for the Tamer as well, who must learn to share freely of his own stamina, trusting the beast he would call his own. The effort is worth it, however, for the new companion's hard-won loyalty is unshakeable.

Only non-sapient beasts can be tamed. Beasts tamed according to the calling of Mansuetis are often surprisingly intelligent, however, and can be trained well beyond the capabilities of their wild brethren. The Tamer and the Beast share an empathic connection, like a sixth sense when one or the other is in need, and can communicate nonverbally with various sounds, movements, or gestures.

Vicious Mauling
Novice Tier​
Command Range: 100m​
Cost: 250 Vigor​
Range: Melee​
Frequency: 2 Round Cooldown​
Magnitude: +1​
Beasts attack with ferocity, using teeth, claws, horns, hooves. What they lack in skill, they make up for with savagery.​
At a cost of 250 Vigor, the Beast ignores dual-action penalties when attacking. Two rounds must pass before this ability can be used again.​

Innate - Impulse
Adept Tier​
Command Range: 250m​
Cost: Variable​
Range: Variable​
Frequency: Variable​
Magnitude: Variable​
The beasts of Araevis come in a variety of forms and adapt any number of ways to survive. As the bond between master and pet grows, the pet may begin to utilize these unique abilities for the sake of their master.​
Beasts may only have one unique Impulse. You may submit a new Impulse to Feat Staff for approval, or use one that was previously approved for the same kind of beast. This Innate technique should be considered a Trained Feat for the minion.​

Crosstraining - Rushdown
Skilled Tier​
Command Range: 1 km​
Cost: 1,200 Vigor​
Range: 20m​
Frequency: 2 Round Cooldown​
Magnitude: +3​
Training beasts to be fearless will strike fear into their enemies. The primal instincts in the heart of the beast surge up and it charges, throwing enemies to the ground.​
This ability costs 1,200 Vigor. The beast charges up to 20m, which can include sharp turns. The beast knocks down any enemy in its path; targets left prone are considered off-guard. Two rounds must pass before this ability can be used again. This Crosstraining is applicable to all callings.​

Savage Leap
Master Tier​
Command Range: 5 km​
Cost: 3,200 Vigor​
Range: 30m​
Frequency: 2 Round Cooldown​
Magnitude: +4​
A well-trained beast has honed its body well beyond what its wild brethren are capable of. Pushing its body to the limits, the beast can launch itself at distant prey or over terrain other creatures struggle with.​
This ability costs 3,200 Vigor. The beast leaps or flies at a target up to 30m away in any direction, even vertically. Any target struck by this attack is stunned, preventing them from moving more than 5m in the following round. Two rounds must pass before this ability can be used again.​

Unstoppable Beast
Grandmaster Tier​
Command Range: Unlimited​
Cost: 10,000 Vigor​
Range: Beast​
Frequency: Once per Battle​
Magnitude: +5​
For a tamed beast, there must always be some aspect of domestication. No matter how fierce or ferocious, the creature lacks a certain primal nature that beasts of the wild possess. However, those who have mastered the Calling of Mansuetis can revive that wild spark, training their beast to tap into and unleash its true feral nature, while still remaining loyal to its master.​
The beast becomes all but unstoppable. For three full rounds, the beast knows neither fear nor hesitation. Bindings will not hold it, it does not react to pain, and no debilitating actions hold sway over it. This ability costs 10,000 Vigor, usable once per battle.​



FUNDIBULI, THE MECHANIST

"With a sputtering cough, the machine whirred to life! Its great engine roared, the beast within awoken!"
- Prophet Deimar, excerpt from Annales Viskar


Basics - Activating a Drone
Those who relish the scent of steel shavings and oil, the heat of an acetylene torch, and the hum of gears whirring to life are well-suited to follow the Call of Fundibuli, commanding a mechanical drone to fight with them. For the Mechanist, their drone may not necessarily be alive, but it is something more than a mere inanimate object. The mechanical companion can be of many different shapes and sizes, fitting to the Mechanist's desires. Rarely is the design set in stone; a Mechanist is constantly repairing, modifying, and upgrading their drone. It is a constant quest of improvement, seeking an ever-better design.

A Mechanist can craft his own drone or purchase it from someone with the requisite skill. Creating or modifying a drone requires skill as an Engineer but the calling of Fundibuli is, at least in part, working an unknown science. The most important part is the drone AI core and its matching control node; these represent leftover knowledge from failed attempts to replicate demvir cores. The AI core is the heart of the drone and contains a drop of the controller's own blood; it can be transferred to new bodies as needed. Each core is linked to a single control node, which is embedded into the skin of the Mechanist, allowing commands to be sent with a mere thought.

For most, a mechanical combat drone is something between a machine and a weapon. For a Mechanist, however, such drones are the extension of their will, a loyal companion to join them in battle. The initial struggle to utilize a control node effectively isn't something most can overcome. Those with the talent and the drive to become a Mechanist, however, are one with their drone, able to direct the machine with a thought. Over time, some drones seem to develop a personality of their own for reasons that are poorly understood.

Drones may be equipped with a single simple tool, melee weapon, or firearm. In the absence of a weapon, a drone can deliver an electric shock on touch. The Mechanist can issue commands by thought, and can typically understand the noises or movements of the drone.

Paint Targets
Novice Tier​
Command Range: 100m​
Cost: 250 Vigor​
Range: 30m​
Frequency: Once per Round​
Magnitude: --​
A well-crafted drone, whether flying, rolling, or walking, can often get in places other creatures can't. This makes them excellent scouts before a battle and they also excel at tracking targets that flee.​
This ability costs 250 Vigor. The drone can paint a target in range with a pulse of energy. While undetectable to the target, the Mechanist will see the target limned in color, even within magical darkness. Up to ten targets can be painted, after which the effect fades from the oldest targets first. The effect lasts up to 30 minutes.​

Innate - Routine
Adept Tier​
Command Range: 250m​
Cost: Variable​
Range: Variable​
Frequency: Variable​
Magnitude: Variable​
Every drone has its own perks and quirks, unique assets built into their systems that set them apart from other machines of similar type. As a Mechanist's control improves, they are able to expand their commands beyond the standard fare common to all machines and activate these unique processes.​
Drones may only have one unique Routine. You may submit a new Routine to Feat Staff for approval, or use one that was previously approved for the same kind of drone. This Innate technique should be considered a Trained Feat for the minion.​

Crosstraining - Unshakable
Skilled Tier​
Command Range: 1 km​
Cost: 1,200 Vigor​
Range: 100m​
Frequency: 2 Round Cooldown​
Magnitude: --​
While a drone is directed by the Mechanist's will, it has senses beyond that of its master, able to parse things that its master's senses and mind might not be able to. Though difficult, it is possible for a skilled Mechanist to tap into this, both directing the machine and trusting its enhanced senses to see what he cannot.​
For the next two rounds, the drone locks unerringly onto a single designated target, regardless of speed, stealth, or illusion. This costs 1,200 Vigor and two rounds must pass after its completion before the ability can be used again. This Crosstraining is applicable to all callings.​

Piercing Assault
Master Tier​
Command Range: 5 km​
Cost: --​
Range: Drone​
Frequency: Constant​
Magnitude: 2​
Through practice with the control node, the Mechanist grows to utilize the drone's mechanical processing almost as much as his own senses. Due to this, the Mechanist can direct his drone at a target, but allow the drone to detect and focus in on its target's weak points.​
The drone's attacks ignores the first two tiers of magnitude for any barrier or armor.​

Overcharge
Grandmaster Tier​
Command Range: Unlimited​
Cost: 10,000 Vigor​
Range: 50m​
Frequency: Once per Battle​
Magnitude: 15​
Through careful modification and augmentation of the drone and control node, a true master of the Calling of Fundibuli can channel their raw Vigor through the machine in one devastating blast. Overcharging the drone in such a way is dangerous to the AI core and the control node, but when used carefully and prudently, can completely turn the tide in a dangerous situation. High risk, high reward at its finest.​
The drone overcharges its next shot from its core, vastly increasing its damage. Afterward, the drone must cool down -- quite literally -- for two rounds before it can take any further action. This ability costs 10,000 Vigor, usable once per battle.​



DAEMONIUM, THE SUMMONER

"There are a great many things we do not comprehend. It is our intrinsic mission to see them deciphered."
- Prophet Deimar


Basics - Summoning a Demon
Few callings are as divisive as the Call of Daemonium. Reviled by many for consorting with demonic beings, while honored by others for punishing the same, a Summoner treads a fine line in society. That same thin line describes the relationship between the Summoner and his bound demon: the fiend is compelled to obey its master, though its limbs must remain shackled at all times to prevent it from murdering the fool. Famously destructive, demons are universally reviled and feared in the mortal plane. Even after gaining control of a demon, the Summoner must never let their guard down. It is one of the first things a Summoner must learn: a demon is not a friend, not an ally, but a weapon to be turned upon his enemies.

To bind a demon into servitude, the Summoner must first extort from the creature its true name, usually after defeating it in combat. From then on, the Summoner can enact a ritual spanning a full round in which the Summoner must draw arcane symbols on the ground and invoke the demon's true name. In order to dismiss the demon requires another full-round ritual. The demon is summoned with limbs shackled, preventing it from attacking its new master. The demon can cast all Intrinsic spells from the School of Bellator, up to the same level as the skill in Daemonium.

Demons can only truly be killed in their own plane of existence; should the fiend be defeated in the mortal realm, it will be banished to Infernalis for 7 days. While banished, the demon is still considered bound to the Summoner, preventing the summoning of a new demon in its place -- after the period of banishment ends, however, the Summoner can call on the demon once more or may even be rid of the former servant to bind a new demon.

All demons can communicate telepathically and most can speak verbally. They are quick to offer deals to mortals and in many cases can make good on their promises, but such deals almost always end in blood.

Agony Link
Novice Tier​
Command Range: 100m​
Cost: 250 Vigor​
Range: Daemon​
Frequency: 5 Round Cooldown​
Magnitude: --​
The truly beautiful thing about having a demon as a servant is that any pain they suffer has been earned, any wounds a mere pittance compared to the destruction they sow in the mortal world. They are valuable as pawns to be used. What better way to use them than to save yourself? Another invocation of the accursed name creates an empathic link, and any wounds suffered by the Summoner while it's active are inflicted on the demon instead.​
Establishing this agony link requires 250 Vigor, and for one round, all wounds the Summoner receives are transferred to the demon instead. After completion, five rounds must pass before the link can be established again.​

Innate - Reprisal
Adept Tier​
Command Range: 250m​
Cost: Variable​
Range: Variable​
Frequency: Variable​
Magnitude: Variable​
When a demon is summoned, it is bound, its motions held in check, its actions muffled. They deserve no better, and the risk is great should they become free. However, demons often have many distinct capabilities which could benefit the summoner but are also locked away. Those who are brave -- and some would say, reckless -- can relax their bindings just enough to allow the demon to draw upon a fraction of its forbidden power, at the risk of such power being used against the summoner himself.​
Demons may only have one unique Reprisal. You may submit a new Reprisal to Feat Staff for approval, or use one that was previously approved for the same kind of demon. This Innate technique should be considered a Trained Feat for the minion.​

Crosstraining - Infernal Shield
Skilled Tier​
Command Range: 1 km​
Cost: 1,200 Vigor​
Range: Demon​
Frequency: Once per Round​
Magnitude: +3​
Demons are neither allies nor friends, but a Summoner would be a fool to let their infernal servant be defeated too easily. Invoking the demon's name again, the Summoner uses his own Vigor to create a temporary shield around the monster, allowing it to serve for that much longer.​
Shielding the demon requires 1,200 Vigor per round and reduces incoming attacks by the magnitude of this technique. This Crosstraining is applicable to all callings.​

Sacrifice Daemon
Master Tier​
Command Range: 5 km​
Cost: 3,200 Vigor​
Range: Demon​
Frequency: Once per Week​
Magnitude: Special​
Sometimes a pawn must be sacrificed for a greater gain. When the situation suits it, the Summoner can invoke a deadly punishment upon the demon. The body of the demon catches flame, the only warning given to those around before the infernal being's cursed soul explodes in gouts of flame and darkness.​
Sacrificing the demon costs 3,200 Vigor and creates an explosion, hitting everything within 20m of the demon; the magnitude of this explosion is the sum of the demon's strength and the summoner's skill plus four. This kills and thus banishes the demon, meaning it cannot be summoned again for 7 days. While banished, the demon is still considered bound to the Summoner, preventing the summoning of a new demon in its place.​

Unleash Daemon
Grandmaster Tier​
Command Range: Unlimited​
Cost: 10,000 Vigor​
Range: Demon​
Frequency: Once per Battle​
Magnitude: --​
By far the worst thing any Summoner can do is free the demon under their control. Demons are liars and tricksters; they will frequently attempt to make deals, promising power in exchange for freedom. For a master of Daemonium, they've grown numb to the offers and the temptation, but that in itself can be dangerous. When one believes he is above temptation, they become less vigilant. That is when they become most susceptible. Is it confidence or hubris, then, which drives a Summoner to release the shackles of a being of pure destruction? When a demon's shackles are released, it is beyond the Summoner's control. It possesses all the destructive power of the School of Bellator and is free to wreak havoc with its barbaric strength. Given any opportunity at all, the unleashed demon will try to murder its Summoner, but destruction is in their nature; if the Summoner cannot be reached, the demon will unleash hell upon anything and everything nearby, friend or foe.​
This ability costs 10,000 Vigor, usable once per battle. The demon runs free, until killed or until it kills its Summoner. Killing the demon banishes it for 7 days, but when it is next summoned it is shackled again. While unleashed or while banished, the demon is still considered bound to the Summoner, preventing the summoning of a new demon in its place.​


PYTHONIS, THE CONTRACTOR

"Not all born of the Vis are so tainted."
- Prophet Adria


Basics - Binding a Familiar
To follow the Call of Pythonis, a person must locate and engage in a binding contract with a benevolent magical being. The contract is sealed in blood, linking the spirits of both parties. Such beings are often frail, sustaining themselves on natural forces. The new familiar shares in the contractor's vitality, though, strengthening them and allowing them to travel with the Contractor and see more of the world beyond their sheltered valleys.

In this world, there exist many creatures of exotic and mysterious origin, including those malevolent... and those benevolent. Fairies, pixies, sprites, and wisps are common familiars, nature spirits which thrive in areas of rich natural beauty. Far rarer are angelic beings or other benevolent souls. Those who gain their trust may be able to enter into contract with such creatures, offering their care and support in return for strength and protection.

The ways to earn a potential familiar's trust are as varied as the creatures themselves. Once that trust is gained, it is possible to enter into a contract binding the user and sprite as Contractor and Familiar. Familiars are able to tap into divine or natural power in order to aid others in exchange for traveling with the Contractor and sharing their stamina.

The familiar may cast any Intrinsic spells from the School of Castus at the same level as the skill in Pythonis. If killed in combat, the familiar will leave behind a physical token unique to the familiar; if the Contractor saves this token, they can revive the familiar after 7 days. All familiars are capable of empathic communication with the Contractor (at any distance) and nearby individuals. Some, particularly divine beings, are also capable of telepathic or verbal speech.

Flourish
Novice Tier​
Command Range: 100m​
Cost: 250 Vigor​
Range: Touch​
Frequency: Once per Round​
Magnitude: --​
A familiar's connection to Natum or Divinitus allows them to refresh those they touch. This touch affects the recipient as if they had rested for an hour. Unfortunately, since this draws on the master's own stamina, the master is unable to properly benefit from the effects; it is, instead, a way to support others.​
This ability costs 250 Vigor per round, restoring the same amount to a target touched by the familiar. The ability can be used continuously without interrupting other abilities or spellcasting.​

Innate - Affinity
Adept Tier​
Command Range: 250m​
Cost: Variable​
Range: Variable​
Frequency: Variable​
Magnitude: Variable​
While familiars are often channeling similar forces in different ways, many find they have a particular talent that is unique to them. Contractors who have grown more comfortable in the bond with their familiar also improve the flow of power between them, granting greater control over their shared vigor.​
Familiars may have only one unique Affinity. You may submit a new Affinity to Feat Staff for approval, or use one that was previously approved for the same kind of familiar. This Innate technique should be considered a Trained Feat for the minion.​

Crosstraining - Covenant
Skilled Tier​
Command Range: 1 km​
Cost: 1,200 Vigor​
Range: Command​
Frequency: Special​
Magnitude: --​
The agreement which binds a Contractor to a Familiar can be a template for a shorter-lived covenant between the two. Upon enacting the covenant, Contractor and Familiar switch bodies, each in control of the other and all abilities for as long as the covenant decrees.​
This ability costs 1,200 Vigor to initiate. At any time, either party can reverse the covenant. If the Familiar's body should die, the Contractor returns to their original body. This Crosstraining is applicable to all callings.​

Rouse
Master Tier​
Command Range: 5 km​
Cost: 3,200 Vigor​
Range: Familiar​
Frequency: Once per Week​
Magnitude: --​
At times, there's no way to avoid the inevitable: death is a part of life, after all. For a familiar, though, death does not carry the same ring of finality that it does for mortals. As the bond with the Contractor grows, so too does the familiar's empathy, even to the point where the familiar refuses to let death stop it from being there. Through force of will, it can resurrect itself, jumping immediately back into service to heal and support its Contractor.​
Once per week, the familiar can revive from death on its own, with all wounds healed. This costs 3,200 Vigor, and the familiar can act again on the following round.​

Rejuvenate
Grandmaster Tier​
Command Range: Unlimited​
Cost: 10,000 Vigor​
Range: 30m Radius​
Frequency: Once per Battle​
Magnitude: --​
Those who have truly mastered the Call of Pythonis have created a bond so close that the familiar may share its inner light with all around, meditating on its home plane and its bond with its contractor. Empowered by the Contractor's strength and the familiar's empathy, this light reaches all nearby allies, taking away pain and healing wounds as the familiar meditates.​
This ability costs 10,000 Vigor, usable once per battle. The familiar enters a meditative state for five rounds; the familiar emits light which dispels darkness within 30m and all allies within the light on the first round are immediately healed of up to two wounds each, of any type. Allies within the light, including the Contractor, regenerate 1,000 Vigor per round. The familiar may cast no other spells while meditating but is untouchable until completed.​


EXANIMUM, THE NECROMANCER

"Rise, o spirit! Your duty must be fulfilled, your soul must earn its rest!"
- Prophet Vexus, excerpt from Annales Viskar


Basics - Animating the Dead
An unsavory vocation, those who follow the Call of Exanimum are often ostracized by more civilized society. Those with greater insight, however, understand that the Necromancer who controls a dead body does no harm to the soul which once inhabited the vessel, and in fact a Necromancer cannot work his ability on a body that still contains a soul. Beginning from a desire for immortality, Exanimum twists and manipulates their mortal soul to exert control on non-living entities.

Any dead body can fall under the Necromancer's control, from a stripped-down wolf skeleton to a freshly-fallen comrade, as long as it is not excessively large. Bodies more than twice the size of a Necromancer cannot be moved. To bring a body under control, a Necromancer requires one round of uninterrupted concentration, but can then control the body indefinitely or until it falls to pieces.

In order to manipulate the soul, it must be extracted from the body and imbued into an external vessel; a phylactery is most common, but other methods exist. From there, it is easier to shape and control the soul, allowing the Necromancer to split a piece of it, something primeval, and imbue it into a new vessel: a body which was once alive. Should the phylactery be destroyed, the user's soul -- including the piece imbued in his undead minion -- will return violently to the Necromancer's body.

The animated dead, or undead, feel no pain and act on the whim of the Necromancer, but fall inert if they stray further than the command range from the phylactery, regardless of where the Necromancer stands. Corpses are found in varying states of decay, and finding a suitable body to animate isn't always easy. Through manipulation of the soul through the phylactery, a Necromancer can preserve a dead body and even repair it, reattaching limbs or sealing wounds. The undead minion can continue to be used until it is battered beyond repair.

Undead typically shamble at 5m per round, but can be compelled to run up to 20m in a round, no more than once every four rounds. They attack in an unskilled manner but with heavy force, and do not recoil from injuries. Because their movements are compelled by the Necromancer, undead do not react to any distractions, illusions, or sensory deprivation abilities that are not affecting the Necromancer.

Dead Bite
Novice Tier​
Command Range: 100m​
Cost: 250 Vigor​
Range: Melee​
Frequency: Once per Round​
Magnitude: +1​
The dead are putrescent, teeming with sickness just below the surface. One of the most frightening things about any zombie or ghoul is the idea of being bitten and infected. Just one bite can lead to weeks or months of agony as the wound festers and rots, if not treated quickly.​
This ability costs 250 Vigor. The attack is difficult to land, usually only effective against targets caught off-guard. The undead bites a target, causing bleeding and infecting the target with poison. The poison persists indefinitely until cured, and prevents the wound from being healed; initially, the poison leaves the victim nauseated, halving their normal movement; if left untreated for an hour, the poison worsens so that damage received by the victim is increased by one tier in magnitude; if the poison is left untreated for 24 hours or more, the wound turns necrotic.​

Innate - Malediction
Adept Tier​
Command Range: 250m​
Cost: Variable Vigor​
Range: Variable​
Frequency: Variable​
Magnitude: Variable​
Not all corpses are created equal; just as each person is different in life, so too are their bodies different in death. Once a necromancer has learned to manipulate a body, they can then focus on taking advantage of the distinct properties of the corpse under their control.​
Undead may have only one unique Malediction. You may submit a new Malediction to Feat Staff for approval, or use one that was previously approved for the same kind of daemon. This Innate technique should be considered a Trained Feat for the minion.​

Crosstraining - Hemorrhage
Skilled Tier​
Command Range: 1 km​
Cost: 1,200 Vigor​
Range: Melee​
Frequency: 2 Round Cooldown​
Magnitude: +3​
The dead are unclean and the wounds they inflict are often messy. They do not strike with skill and precision, but raw, unthinking force. The wounds gape and bleed, splashing cruor to the ground.​
This ability costs 1,200 Vigor. The undead attacks, leaving an unclean wound that is difficult to heal without magic. The wound bleeds profusely until treated, causing the victim to lose 1% of their Vigor each round; this effect does not stack if the same target is attacked, but all hemorrhage wounds must be healed to stop the bleeding. Two rounds must pass before this ability can be used again. This Crosstraining technique is applicable to all callings.​

Desecration
Master Tier​
Command Range: 5 km​
Cost: 3,200 Vigor​
Range: 5m Radius​
Frequency: Once per Battle​
Magnitude: +4​
When people consider the Call of Exanimum distasteful and offensive, they are thinking of this ability, whether they realize it or not. Even a well-preserved body is a breeding ground for disease and sickness. For a Necromancer without scruples, this can be turned to his advantage and exacerbated. Twisting and exploiting the soul fragment, the Necromancer turns the undead minion into a putrescent and revolting body horror, splitting it open at the seams to unleash an unnatural miasma. This miasma afflicts everything that breathes it in, causing violent nausea and weakening fortitude.​
This ability costs 3,200 Vigor. When activated, the miasma spreads out to reach everything within 5m of the undead. Those afflicted feel sick and are physically weakened for the following three rounds, halving movement speed and increasing the magnitude of all attacks against them by one tier. This does not impair the undead's ability to fight; an undead creature can only do this once before needing to be sewn back together.​

Soul Binding - Possession
Grandmaster Tier​
Command Range: Unlimited​
Cost: 10,000 Vigor​
Range: Touch​
Frequency: Permanent​
Magnitude: --​
The Call of Exanimum originated from the desire for immortality, and those who have truly mastered the call may have come closer than any others. For safety, a Necromancer usually manipulates only a tiny fragment of the soul... but the bold or the foolhardy, given enough skill, may attempt to imbue the greater part of their soul into a corpse. Leaving their mortal body somewhere safe, the Necromancer can directly control their undead minion, using their own abilities through the corpse.​
This is not without its risks. The phylactery must be kept near or on the undead, and if the body or phylactery are destroyed, the soul returns to the Necromancer's body. However, the real body itself is defenseless while the soul is abroad, and the Necromancer can be killed by attacking the true body.​
Possessing a dead body costs 10,000 Vigor and lasts until the body is destroyed, the phylactery is destroyed, or the ability is canceled by the Necromancer. This is usable once per week.​

Soul Binding - Reanimation
Grandmaster Tier​
Command Range: Unlimited​
Cost: 25,000 Vigor​
Range: Touch​
Frequency: Permanent​
Magnitude: --​
There exists a rarer application of soul manipulation, even more than the ability to possess the dead. If there is a willing soul of the recently deceased, the Necromancer can imbue that soul into a preserved corpse. While the target can utilize all of their abilities or skills from the reanimated body, they are still undead, with the advantages and disadvantages that entails: they feel no pain, cannot be killed unless the body is destroyed beyond repair, but also cannot be healed by conventional means.​
Reanimating a dead player costs 25,000 Vigor and reduces the target player's total Vigor by 10%, permanently. They are reanimated with 1 Vigor. This is usable once per week.​
 

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The Tradesman Arts (Crafting Skills)
Crafting Basics

Practitioners of the Arts are vital to the economy of Araevis and are also of paramount importance to adventurers and explorers who need the best equipment to survive in the hostile, untamed areas of the world. Beyond cities, it can be quite advantageous to have skilled craftsmen around for unique needs, as well. The greatest among them are able to create astounding works, things with far-reaching and lasting relevance in the world.

Generally, it's necessary to devote a chapter to creating significant works, while mundane creations can be made with little fuss. Any item that has abilities requires Terra Regia of an appropriate grade and at least one chapter devoted to its creation. Certain special projects (like airships) will have additional stipulations attached.


AEDIFICARE, THE BLACKSMITH

"Destruction became art, war became tangible. We were gifted renewal and made metal of it."
- Prophet Vexus



Basics - Forging Arms and Armor
Practitioners of the Art of Aedificare are able to utilize a variety of materials -- metal, stone, wood, or others -- to create weapons and armor. They can utilize their skills for people, their pets, or even mounts and vehicles. Given the proper creative spark, a blacksmith can create all sorts of armaments, from the mundane yet functional to the exotic and unusual.

Working with each grade of Terra Regia requires the requisite skill in Aedificare. Weapons and armor crafted from mundane materials carry no special abilities or durability, but also incur no noticeable cost on the crafter.

Every blacksmith starts with the basics: crafting weapons and armor from mundane substances such as metal, wood, and stone, until they can hone their craft to utilize more complicated and extraordinary materials: namely, Terra Regia.

A blacksmith may forge a number of weapons per week determined by their prowess in Aedificare. Crafting objects with Terra Regia requires a chapter or collab of at least 1000 words to create.

Sharpening
Novice Tier​
Learned: Tier 1 Recipes​
Material Qualification: Dahlitium​
Crafts per Week: 1​
While anyone can perform basic maintenance on gear, there's nothing quite like a blacksmith's touch. When not in combat, blacksmiths can sharpen or hone weapons both for themselves and others, temporarily adding more damage to attacks with them.​
A sharpened weapon increases magnitude by one tier, for a limited number of successful contacts (attacking, blocking, or being blocked). The number of hits is determined by the whetstone used:​

  • Normal Whetstone - 1 Contact
  • Dahlitium Whetstone - 3 Contacts
  • Bigatium Whetstone - 5 Contacts
  • Auritium Whetstone - 10 Contacts
  • Vitatium Whetstone - 1 Hour*
  • Caelitium Whetstone - Permanent
Once a weapon has been sharpened, the same weapon won't benefit from sharpening for at least an hour.​
*Vitatium whetstones are mildly corrosive, and even if the weapon is not used, it will lose its enhanced sharpness after an hour. With other whetstones, the weapon stays sharp until its designated number of contacts occur.

Field Repair
Adept Tier​
Learned: Tier 2 Recipes​
Material Qualification: Bigatium​
Crafts per Week: 2​
Adept blacksmiths have learned to focus under pressure and in the chaos of the moment. While out of combat, a blacksmith can make field repairs to damaged arms and armor. Such repairs take at least two rounds of focus. These repaired items will continue to work at full effectiveness through the end of the current writing piece (unless broken again), but require a full repair (requiring one Forging for that week) to be permanently repaired.​

Expertise - Damascus
Skilled Tier​
Learned: Tier 3 Recipes​
Material Qualification: Auritium​
Crafts per Week: 5​
Before the Cataclysm, Damascus was a region somewhere in Aridus, though its exact location has long been forgotten. A smith in that region developed a technique of forge-welding different materials together in order to create a billet of material with the best of the different parts. The basics of that technique spread to many other regions and are still used post-Cataclysm, bearing its hallmarks of aesthetic beauty and allowing smiths to combine smaller pieces into usable steel. The true art of Damascus as wielded by skilled blacksmiths, though, applies the original techniques to the new materials, creating new alloys of Terra Regia.​
Performing Damascus requires terra regia lateris in two grades, five units of each. The second material must be within one grade in quality; for example, dahlitium and bigatium are compatible, but dahlitium and auritium are not. Five units of a new alloy are created; the new alloy, which may be named by the blacksmith if it's never been created before, combines traits of the different Terra Regia. The new material is one tier greater in magnitude than the greater of the two base materials. The new material can be used anywhere that Terra Regia Lateris would normally be used.​

Masterwork Forging
Master Tier​
Learned: Tier 4 Recipes​
Material Qualification: Vitatium​
Crafts per Week: 10​
Master blacksmiths create weapons beyond compare, sought after by all. Great warriors, clerics, even kings hope to wield weapons and don armor forged with a level of skill that sets them apart from all others. Such mastery requires only the best of the best in materials, however, forcing the blacksmith to discard otherwise serviceable material in the pursuit of the exceptional.​
Masterwork forging requires twice the usual amount of materials. A masterwork weapon is enhanced by one additional tier of magnitude over its material grade and retains sharpness for twice as long. A masterwork armor can reduce incoming attacks by one additional tier of magnitude over its material grade.​
Normal arms and armor can be enhanced to masterwork, but do require the additional materials cost. For example, a vitatium sword (which was previously crafted with 5x vitatium) would require an additional 5x vitatium to upgrade to masterwork.​

Fire and Blood
Grandmaster Tier​
Learned: Tier 5 Recipes​
Material Qualification: Caelitium​
Crafts per Week: Unlimited​
For truly legendary smiths, fire is in their blood, steel in their arms. The sweat and blood and passion that goes into everything they make has become internalized, as much a part of their lives as breathing, as vital to their life as eating. It is said that in the right circumstances, such a blacksmith no longer needs the forge itself; they can shape metal with sheer focus, enduring the full ordeal of forging and hammering and sharpening in the workshop of their own mind.​
Once per week, a grandmaster blacksmith can perform a single forging (weapon, armor, or repair), spontaneously over the course of one round, as long as they possess the necessary materials. This costs 20% of the blacksmith's maximum vigor and the intensity of the heat produced forces others to look away.​



TERRICULUM, THE GUNSMITH

"Beasts belch such poisonous mire, and we took inspiration. We became beast, and so our breath is as steel and fire."
- Prophet Vexus



Basics - Gunsmithing and Fletching
Practitioners of the Art of Terriculum are the experts of projectile and combustible weaponry. It requires comfort and familiarity combining metalwork with dangerously volatile chemicals. It's not uncommon for Gunsmiths to be covered in burn scars. They are capable of crafting guns, bombs, and related gear, augmenting them with Terra Regia as required for the extra boost.

Working with each grade of Terra Regia requires the requisite skill in Terriculum. Weapons crafted from mundane materials carry no special abilities or durability, but also incur no noticeable cost on the crafter.

The fine art of crafting a firearm or missile weapons is perhaps the most important skill for an aspiring smithy to learn before moving to even more advanced projects. Though a beginner may start out by utilizing less dangerous metals or stone, every gunsmith would testify that true wonders of the craft are born with the use of Terra Regia.

A gunsmith may craft a number of weapons per week determined by their prowess in Terriculum. Crafting objects with Terra Regia requires a chapter or collab of at least 1000 words to create.

Sight In
Novice Tier​
Learned: Tier 1 Recipes​
Material Qualification: Dahlitium​
Crafts per Week: 1​
Anyone who owns a ranged weapon, whether it's an oak longbow or a revolver, knows at least some basics of maintenance, or else they won't have the weapon for long. Those who practice the art of Terriculum are much better than the average gunslinger, though. A ranged weapon is only useful if it can hit its target, and getting a weapon properly sighted in can make a noticeable difference in its effectiveness.​
A Gunsmith may spend two full rounds, out of combat, to sight in any ranged weapon, making adjustments so that it functions best in a specific 10m band. Within the designated sweet spot, determined at the time the weapon is sighted in, the weapon's is increased by one tier in magnitude. The effects of sighting in last for up to 24 hours, and at least 8 hours must pass before adjusting the sights again.​

Tracer Rounds
Adept Tier​
Learned: Tier 2 Recipes​
Material Qualification: Bigatium​
Crafts per Week: 2​
Tracer ammunition, whether bullets, arrows, or cannon caliber projectiles, is combined with a small pyrotechnic charge in the base. When fired, the tracer ignites, burning brightly enough to draw a line tracing the trajectory. This light is visible during daylight and brightens up dark spaces, even temporarily blinding night-vision.​
An adept gunsmith, provided they had at least one round to modify a weapon while out of combat, can turn any number of ammunition pieces into tracers. This can be used for strategic purposes, such as highlighting a priority target or even igniting flammable materials. When a target is hit by a tracer round, any other ranged attacks are increased in effectiveness by one magnitude for the following two turns.​

Expertise - Finishing
Skilled Tier​
Learned: Tier 3 Recipes​
Material Qualification: Auritium​
Crafts per Week: 5​
Gunsmithing is a relatively young art in Araevis, compared to blacksmithing, but it still enjoys several centuries of rich tradition and innovation. Firearms have many more moving parts than martial weapons, however, and therefore require greater amounts of maintenance and care. Because of this, gunsmiths have grown to be among the best in finish-work, performing fine detail work which is not only aesthetically pleasing but improves the action of a firearm or projectile weapon, as well as preserving the individual materials. The gunsmith uses various processes such as bluing, phosphatizing, staining, lacquering, and others to improve the quality of materials.​
Finish-work can be applied to any physical objects made of metal, wood, or stone; this counts as one additional craft for the week, but does not require additional Terra Regia. In addition to any aesthetic improvements, items which have received finish-work are much more resistant to damage, reducing damage to the object by two tiers in magnitude or increasing durability by one attack (depending on the item); this reduces damage to the item and does not block additional damage to the wielder. Finally, due to this added sturdiness, firearms and projectile weapons that have received finish-work also have base effective range increased by 20%; long range is unchanged.​

Penetrating Weapons
Master Tier​
Learned: Tier 4 Recipes​
Material Qualification: Vitatium​
Crafts per Week: 10​
Mastery comes only after putting together dozens or even hundreds of weapons, creating thousands of rounds of ammunition, and firing countless test shots. In order to better utilize a solidly crafted firearm or missile weapon, one must pay attention to the ammunition in use. Master gunsmiths are capable of augmenting weapons to fire specially tuned ammunition designed to pierce armor and obstructions.​
Penetrating weapons require twice the usual amount of materials. A penetrating weapon reduces target defenses by two tiers of magnitude. If the enemy has little or no defense, the penetration is not added to damage instead.​
Normal firearms, missile weapons, and siege weapons can be enhanced to penetrating, but do require the additional materials cost. For example, a vitatium rifle (which was previously crafted with 5x vitatium) would require an additional 5x vitatium to upgrade to penetrating.​

Rapid Deployment Treadworks
Grandmaster Tier​
Learned: Tier 5 Recipes​
Material Qualification: Caelitium​
Crafts per Week: Unlimited​
With great power comes lengthy preparation and set-up time. Siege weaponry and artillery are potent forces but they need to be prepared in advance, or even built on location, over hours or days. A grandmaster gunsmith can assemble such devices almost supernaturally fast, with an innate knowledge of where every piece needs to go.​
For the legendary gunsmith, it's not enough to create the greatest weapons. It's necessary to get them to where they are needed, by whatever means necessary. Such a gunsmith is capable of crafting, or improvising, a mobile platform to carry archers and gunners or load his own weaponry onto. Carried on sturdy treads, the platform can be pushed manually or fitted with a motor if engineering is an option. As long as all the pieces are available, the gunsmith is also able to set up and deploy most heavy weaponry within one round. Extra-large siege weapons, such as trebuchets, can take up to three rounds. These can be immediately combined with any treadworks underway. The gunsmith can Fortify Position upon this moving platform and deploy any siege weapons that will fit. A legendary gunsmith thus doesn't just support the forward line, they push it forward, to the sound of bowstrings and cannon fire.​



ALCHEMIA, THE ALCHEMIST

"Veritas took of the drink, and his pallor suddenly brightened. Throwing off his sheets, he asked only to be able to open his windows, that he might see the sun again."
- Prophet Adria, excerpt from Annales Viskar



Basics - Transmutation
A combination of pharmacology and mystical doctrine, the Art of Alchemia is the distillation of magical forces into a potent liquid form. Combining natural ingredients with Terra Regia in the right quantities and concentrations can evoke effects similar to, or identical to, those cast by students of the Arcane Schools. Stemming from medical doctrine as it does, Alchemia follows a similar philosophy of "Do no harm," and therefore the study only encompasses effects which benefit the imbiber. Creating potions of harmful effects is considered a taboo practice.

Working with each grade of Terra Regia requires the requisite skill in Alchemia. Drinking potions too quickly will negate the effects of earlier ones, so only one potion may be imbibed per round.

At its core, the art of Alchemia is the art of transmuting simple elements into something more valuable. It's a demanding skill, requiring understanding both the nature of the material components but also the energies that are being harnessed through using them as reagents. Alchemy begins with the study of salves, utilizing raw ingredients that can be applied topically. Chemical knowledge makes alchemists suited for creating explosives, as well. Brewing potions, which can be imbibed, is a higher order ability that requires Terra Regia to catalyze.

Potions can be created for any school the alchemist is at least a novice in, up to their skill in alchemy. Once distilled into a potion, the spell will remain dormant for as long as the potion bottle is sealed away. Upon opening, the spell must be imbibed immediately to avoid wasting it.

An alchemist may perform a number of transmutations per week determined by their prowess in Alchemia. All potions require at least some Terra Regia, and a batch of potions requires a chapter or collab of at least 1000 words to create, though a batch of salves does not.

Scrying
Novice Tier​
Learned: Tier 1 Recipes​
Material Qualification: Dahlitium​
Crafts per Week: 1​
An advanced application of Transmutation, scrying involves brewing a liquid medium, which can then be poured into any font -- a simple bowl will suffice, though more ornate fountains and basins are not uncommon -- to create a connection with another point in the physical world.​
Scrying is very temporary, unfortunately, but allows the user to view a location surrounding a target or area the Alchemist is familiar with. It is even possible to communicate with the target while it is active, though the target is unable to see the scryer.​
A connection will last for one minute, but can be extended with Terra Regia:​

  • Normal - 1 Minute
  • Dahlitium - 5 Minutes
  • Bigatium - 30 Minutes
  • Auritium - 4 Hours
  • Vitatium - 24 Hours
  • Caelitium - Permanent
Once the connection ends, only water will be left in the font. The same location or target cannot be reached for 24 hours after the last scrying attempt.​

Command Golem
Adept Tier​
Learned: Tier 2 Recipes​
Material Qualification: Bigatium​
Crafts per Week: 2​
A golem is a figure made from inanimate materials that becomes animated through the power of alchemy. The golem itself can be made from materials as simple as clay or mud, but can also be formed from sturdier materials like steel or even Terra Regia.​
Golems cannot truly think but instead follow simple, clear instructions given upon their creation. These instructions are engraved into a metal core that serves as the golem's heart. When filled with a special animating fluid, the core will bring the golem to life, and it will follow its commands until it is destroyed or the heart removed.​
The creator could give a golem simple commands such as, "If anyone walks through this door, ask for the password," and "Block anyone who does not answer with the password 'Rumpelstiltskin.'" A golem always recognizes its creator and will not harm them, and if held back by their commands, they will not fight. Otherwise, they will defend themselves if attacked or challenged. Alchemists can assign one command to a golem per their tier of mastery in Alchemia, but commands cannot be changed after creation. The golem, its core, and animating fluid can all be made in advance, but will do nothing until all three are combined.​

Expertise - Chrysopoeia
Skilled Tier​
Learned: Tier 3 Recipes​
Material Qualification: Auritium​
Crafts per Week: 5​
In ages past, chrysopoeia meant transmutation of lead into gold. It was symbolic of the alchemist's readiness to pursue the philosopher's stone. Following the Cataclysm, chrysopoeia took on a new meaning, referring to the transmutation of terra regia into a more advanced mixture, combining elements of the constituent reagents.​
Attempting chrysopoeia requires one unit of terra regia volantis of the target grade, and five units of any terra regia of one grade less than target. With the sample of the target as a catalyzing agent, the alchemist is able to imbue its properties into the lesser material, sacrificing mass for quality. At the end of the process, the alchemist is left with two units of the target grade, in the form (lateris, pulveris, or volantis) of the alchemist's choosing. This new terra regia is indistinguishable from naturally occurring samples.​

Divination
Master Tier​
Learned: Tier 4 Recipes​
Material Qualification: Vitatium​
Crafts per Week: 10​
The act of scrying is viewing what is happening in the present. As an alchemist begins to master their craft, however, they can evoke an even greater effect. As in scrying, the alchemist must create a liquid medium, this time using much rarer ingredients. While the solution for scrying comes out clear as glass, for divination, the medium is silver, mirror-like when still. It can only be held in a font of vitatium or caelitium.​
Divination allows the alchemist to ask a single question, and the answer is revealed in images or words in the surface of the mirror liquid. Once the answer is imparted, the medium will rapidly boil away, the intense heat destroying the font it is held in.​
Using a concoction created from vitatium, held in a vitatium font, the user may ask a question about the past, about what has already transpired. Using a concoction created from caelitium, held in a caelitium font, the user may ask a question about the future, about what may be. Because the future is fluid, actions taken after the divination have potential to change the given future.​

Philosopher's Stone
Grandmaster Tier​
Learned: Tier 5 Recipes​
Material Qualification: Caelitium​
Crafts per Week: Unlimited​
There exist stories of a legendary alchemist in ages long past, before the Cataclysm. The tales say that this paragon of the craft transcended the limits of mortal men. Transmutation allows an alchemist to turn materials into something more valuable, it allows one to touch upon the arcane and recreate great magicks, it allows ones senses to travel vast distance, and even allows a glimpse into possible futures.​
The alchemist of legend, it is said, took this further still, transmuting fate itself.​
A grandmaster alchemist is capable of creating a highly potent, concentrated gel from caelitium volantis, which crystallizes rapidly after creation. To use it requires a vitatium divination font. The alchemist drops the crystal into the center of the divining font. Immediately, a cloud of steam will rush up, streaks of blue and green snaking about to form an image of an event in the forefront alchemist's mind, no more than one day in the past. Before the crystal and the font dissolve away completely, the alchemist can effect a single change to the event, even to the point of preventing a death... or ensuring one. The beneficiary of this reversal of fate, or the alchemist in the absence of one, suffers a 10% loss of total Vigor.​
No more than one Philosopher's Stone can be possessed at one time.​

CANTATUS, THE ENCHANTER

"Such wonders we weave! Such powers we possess! If such means we possess, is it not heresy to see them idle?"
- Prophet Deimar


Basics - Weave Enchantments
The Art of Cantatus was initially created out of a desire to create explosive projectiles, and in fact, was almost abandoned entirely when alternate (and more reliable) means of achieving this were created by Gunsmiths. However, with their decades of study at risk of becoming obsolete, the Enchanters branched out their studies, applying what they had learned into other avenues. As a result, the Art of Cantatus expanded and can now imbue the effects of spells from the Arcane Schools into weapons, armor, or the environment.

Working with each grade of Terra Regia requires the requisite skill in Cantatus. Each imbued item has a limited number of uses per week. The items will recharge naturally at the start of each week, or an Enchanter can use Terra Regia to recharge the item immediately.

An art nearly as old as the schools of magic it is derived from, the art of Cantatus is valued highly for being a devastating surprise to one’s opponents. However, its demanding and exact nature requires an aspiring Enchanter to have the utmost of patience and attention to detail. In these acquired skills, it’s not hard to find analytic minds amongst their ranks.

An Enchanter deals primarily with two forms of enchantment: amplification and infusion. Amplification involves directly increasing an item's natural properties, improving damage potential or defensive power by one tier. Infusion, meanwhile, is unfortunately tied to the schools of magic, requiring talent in spellcasting to harness raw visae before being capable of imparting it to other objects. An enchanter may weave a number of enchantments per week determined by their prowess in Cantatus.

Each enchantment is given a finite number of ‘charges’ to allow multiples uses of the same enchantment, with the infused spell requiring one charge per tier of the spell. All infusions require some grade of Terra Regia Pulveris. Starting at Dahlitium, an enchantment is given two charges before fading. This increases by two per grade of Pulveris, ending at ten with use of Caelitium.

The first time an item is enchanted, it has full charges based on the Terra Regia used. An Enchanter may also recharge the item, using the same grade of Terra Regia Pulveris as the original enchantment.

Transient Amplification
Novice Tier​
Learned: Tier 1 Recipes​
Material Qualification: Dahlitium​
Crafts per Week: 1​
The art of Cantatus requires exactness in detail and thus requires focus to perform properly and create a lasting enchantment. Life doesn't always offer the necessary time, of course, but an Enchanter can sacrifice longevity to amplify an object in the moment.​
An amplified weapon increases magnitude by one tier, for a limited number of successful contacts (attacking, blocking, or being blocked). An amplified armor piece increases damage blocked by one tier, for a limited number of successful contacts. Sand (not dirt) must be used as a medium and the number of contacts the amplification lasts for is determined by the medium used:​

  • Normal Sand - 1 Contact
  • Dahlitium Pulveris - 3 Contacts
  • Bigatium Pulveris - 5 Contacts
  • Auritium Pulveris - 10 Contacts
  • Vitatium Pulveris - 30 Contacts
  • Caelitium Pulveris - Permanent
Once an item has been amplified, the same item won't benefit from amplification for at least an hour, and a new amplification overwrites the old, so remaining uses cannot stack. An item with a permanent enchantment on it already cannot be further amplified, even temporarily.​

Open Portal
Adept Tier​
Learned: Tier 2 Recipes​
Material Qualification: Bigatium​
Crafts per Week: 2​
The Art of Cantatus revolves around the concept of manipulating visae into a semi-permanent form. Because of the nature of the work, enchantments are often either succeed or fail, with no middle ground. However, there is an area of study in enchanting where the incomplete form bears fruit: the creation of portals and gateways. The basic concept here is to build up a layer of visae which bridges the gap between two spaces on the physical plane (though some theories suggest that this is actually traversing an intermediate plane).​
This imperfect form of the ability creates a very temporary Portal to a location no more than 200m away. This can bypass most barriers or obstructions, but only remains stable for one round per grade of Terra Regia Pulveris used in its creation.​
While useful, this is only the first step toward mastering this branch of enchanting.​

Expertise - Atramentum
Skilled Tier​
Learned: Tier 3 Recipes​
Material Qualification: Auritium​
Crafts per Week: 5​
The practice of Atramentum involves creating an enchantment on a living user. The enchanter binds the enchantment into ink which is then tattooed onto the body of the recipient. Such enchantments may only draw from the user's Vigor, rather than possessing charges. The user can activate the enchantment at will, up to once per round, as long as they possess the required vigor.​
Creating an atramentum requires creating an ink with one unit of Terra Regia Volantis mixed with the pulveris required for the enchantment; all Terra Regia involved must be of the same grade. An atramentum tattoo requires an EX item slot, or the minimum skill in Cantatus to create an atramentum. Effectively, this means an enchanter with at least one atramentum has one more EX item slot than the average character.​


Gateway
Master Tier​
Learned: Tier 4 Recipes​
Material Qualification: Vitatium​
Crafts per Week: 10​
While Create Portal provides a temporary pathway to a nearby location, a true master of the Art of Cantatus has learned how to bypass its limitations. Doing so requires intense study and the creation of a physical entrance in two distinct locations, but once completed, the Gateway is a permanent door between those two areas.​
The Enchanter must create two doorways using Vitatium Lateris. A number of intricate and archaic markings need to be inscribed into the surface of both doors; the design is entirely up to the Enchanter but both doorways must match exactly. After creation, the doors must be placed in the physical locations they are intended to be used -- which may require lengthy travel of a mundane sort. However, once both doorways are placed, the Enchanter can begin the final rituals, using Vitatium Pulveris to create a permanent link between the two locations.​
Once the Gateway is created, the doorways cannot be moved from their anchor point. It is possible to anchor one or both doorways to a moving vehicle, but it cannot be removed. The final catalyst for transportation is the Vigor of the user: each time someone steps through the Gateway, 10% of their max Vigor is used to facilitate the connection.​

Planar Bridge
Grandmaster Tier​
Learned: Tier 5 Recipes​
Material Qualification: Caelitium​
Crafts per Week: Unlimited​
The ultimate expression of Cantatus is something that has long been theorized but never accomplished. While Enchanters can cross the world of Araevis through the use of Portals and Gateways, no one has ever managed to bridge the gap between realms. Some of the greatest minds in the study believe it should theoretically be possible, however, to bypass the intermediary plane of Transmeatus -- known to be fatal to mortals -- and transport directly into another plane. Whether mortals can survive in a plane outside Mortalis remains to be discovered.​
A grandmaster enchanter will require at least one completed gateway arch to create a temporary bridge between planes. The enchanter must create a tome with 555 pages, filled by hand with lore of the world and the planes, each page individually enchanted to ward away corruption and draw in visae. With this book in hand, the grandmaster may approach the Gateway and channel an enchantment through the Tome of the Planes to open a bridge to a plane of the grandmaster's choosing. This bridge between worlds stays open only for five minutes, and incinerates 111 pages immediately. The enchanter can use the Tome of Planes at any time to reopen the bridge to return to Mortalis, but each time the bridge is created, it burns 111 pages, and care must be taken not to lose the book or burn all the pages without returning home.​



INGENIARIUS, THE ENGINEER

"Machines bore fruit in the Demvir. Had we the sight to glimpse such wonder, we might've suffered less."
- Prophet Vexus



Basics - Building Machinery
One of the newest disciplines to grace Araevis, the Art of Ingeniarius deals with the manufacture of machines and mechanical devices. For some, mainly those who consider the Demvir to be divine creations, the Art of Ingeniarius is decried as blasphemy, but for most it represents the future and is welcomed with open arms. Those capable of learning the craft seem to be few and far between, but their creativity knows no bounds.

Working with each grade of Terra Regia requires the requisite skill in Ingeniarius. The Engineer can use most of their creations, although combat drones also require proficiency in Fundibuli, but part of their appeal is the ability to make machines user-friendly enough for non-Engineers to utilize. This doesn't apply to aircraft, however: only an Engineer with the required expertise can hope to pilot aircraft without crashing.

Oil and wiring are the tapestry the art of Ingeniarius paints upon. Dextrous and with a keen mind for blueprints, an Engineer’s most basic skill lies in their capability to construct basic machinery and maintain it. While the benefits of Terra Regia are not readily apparent to the uninitiated, the different physical properties of the rare materials carry certain benefits for an Engineer. Improving durability or tensile strength, thermal resistance or conductivity, Terra Regia allows for more complex and advanced machinery to be created.

An engineer may construct a number of machines per week determined by their prowess in Ingeniarius. More simplistic machines may be constructed on the spot, such as winch and pulley systems or improvised engines. However, creating a comprehensive machine requires time, patience, and a proper workplace. Any attempt to create complex machine such as a drone or engine requires a chapter or collab of at least 1000 words.

The grade of Terra Regia used determines how complex a machine can become, though there is no clear sliding scale. Working with each tier of Terra Regia requires skill of a comparable level in Ingeniarius.

Improvisational Engineering
Novice Tier​
Learned: Tier 1 Recipes​
Material Qualification: Dahlitium​
Crafts per Week: 1​
A good engineer will keep a variety of generic parts, devices, and tools on hand, suitable for building devices on the fly. You never know when you might need a lockbuster, a hole-drilling snake, or a rolling ball of bells and whistles.​
The engineer is capable now of creating a variety of improv components, and each set of components allows the engineer to put together one simple machine anywhere. Doing so takes one full round while out of combat, or two rounds if combat is actively happening nearby. The improv machines should be relatively simple, but can be used until the end of the week. These components are non-recoverable, however.​

Cybernetic Enhancement
Adept Tier​
Learned: Tier 2 Recipes​
Material Qualification: Bigatium​
Crafts per Week: 2​
Considered by some to be born from admiration of the Demvir's internal workings, Cybernetic enhancement can be both a point of pride and a point of shame. The practice involves the complicated process of creating a machine meant to be attached to the body, with more complex enhancements linked in such a way that the user can control them as easily as their own limbs.​
Individuals without the requisite skill in Ingeniarius may only have one advanced cybernetic enhancement, requiring an EX item slot; an Engineer can have one advanced enhancement per EX item slot, plus one not requiring a slot. Simple enhancements can generally replace the function of a lost limb or organ without doing anything above and beyond. While anyone can utilize a simple enhancement, more complicated enhancements require an EX item slot, or the minimum skill in Ingeniarius to create the machine. Effectively, this means an engineer with at least one cybernetic enhancement has one more EX item slot than the average character.​

Expertise - Aeterna
Skilled Tier​
Learned: Tier 3 Recipes​
Material Qualification: Auritium​
Crafts per Week: 5​
Engineering involves the mastery of mechanical motion and many devices require power sources. Terra Regia has always proven to be miraculous for the purposes of storing and releasing energy, but while such power sources are long-lasting, they do eventually run dry. Creating a never-ending power source, the secret of perpetual motion, is a goal that most engineers have pursued in their career. Aeterna is a step along that path; although it leads to the creation of a power source which can be recharged endlessly, that power must still come from somewhere: a living user.​
An aeterna may be permanently attached to any object created from Terra Regia; creating one requires one unit of lateris, pulveris, and volantis, each of the same grade. Only one aeterna can be built onto an object, and one cannot be used on its own. An aeterna is capable of storing Vigor, up to a limit determined by its tier: Dahlitium - 500; Bigatium - 1,000; Auritium - 2,000; Vitatium - 4,000; Caelitium - 8,000. The stored vigor may be used to power the effects of the object, or to restore the Vigor of the user. When drained, the aeterna's reserves can be filled from a user's own Vigor -- it is assumed that items are initially charged.​

Advanced License
Master Tier​
Learned: Tier 4 Recipes​
Material Qualification: Vitatium​
Crafts per Week: 10​
There are many vehicles in the world of Araevis, from simple wooden carts to motorized cars, even ships and submarines. Most such vehicles can be operated to some degree by anyone with above-average intelligence, although trusting a submarine or an airship to an unqualified individual is always a risk. Engineers have a developed understanding of machines, how they work, what their tolerances are, and so they can quickly work out how to operate a vehicle and how to get the most out of it.​
A master engineer can operate any vehicle with little preparation or training, and can push them further than most. The speed of any vehicle is increased by 50% when operated by a master Engineer.​

Contravisae Fields
Grandmaster Tier​
Learned: Tier 5 Recipes​
Material Qualification: Caelitium​
Crafts per Week: Unlimited​
Visae, the natural yet mystical energy which fills the world, is used for everything from powering electronics to casting spells, giving life to golems and vitality to the demvir. It is omnipresent in the current society of Araevis, and even sustains otherworldly beings like familiars and daemons. And with the right devices, the greatest of engineers can manipulate the visae of others.​
A grandmaster of engineering can create a Contravisae Field Generator, which will disrupt visae within a 20m radius, preventing all magic, disabling all machines, and weakening any supernatural beings' defenses by three tiers of magnitude. The generator can only last for three rounds before burning itself out, however.​
In order to avoid being negatively impacted by his own device, the grandmaster can also create a Contravisae Field Dampener, granting protection in a 5m radius. The dampener similarly only lasts for three rounds. For three rounds, though, the engineer controls the flow of visae for everyone and everything around him.​
 

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Castus Spells (Healing and Restoration)

Novice

Diagnosis

School of Castus, Novice Tier

Type: Intrinsic

Cost: 100/250/600/1,600/5,000 Vigor

Magnitude: 1

Description: Briefly holding a hand over their forehead, and another against their chest, the novice allows visae to circulate through their eyes. This grants the user the ability to see all injuries and afflictions within patients, as well as any lodged foreign objects. Diagnosis lasts up to five rounds.

At base level, it allows viewing a single patient in close proximity. When cast at higher magnitudes, the spell allows diagnosing all targets within range:

  • Adept - 5m radius
  • Skilled - 10m radius
  • Master - 20m radius
  • Grandmaster - any target the caster can see.

Prayer: "O wondrous light, lend me thine eyes, that I may see what yet ails the world."

Mend

School of Castus, Novice Tier

Type: Intrinsic

Cost: 100/250/600/1,600/5,000 Vigor

Magnitude: 1

Description: One of the caster's hands begins to glow bright white. Heals small flesh wounds on a target within 10m; over the course of three rounds, heals one small flesh wound or reduces one medium wound to small or reduces one large wound to medium. Ineffective on fractures, burn wounds, poisons, and psychic damage.

At base level, it allows healing a single patient in close proximity. When cast at higher magnitudes, the spell allows healing multiple targets at increased ranges:

  • Adept - 2 targets/20m
  • Skilled - 4 targets/30m
  • Master - 10 targets/50m radius
  • Grandmaster - any targets the caster can see.

Prayer: "O wondrous light, I beseech you to mend these wounds."

Set Fracture

School of Castus, Novice Tier

Type: Focus

Cost: 200 Vigor per round

Magnitude: 2

Description: Shrouds the target limb in golden light, acting as a splint and repairing one fracture on a target within 10m. Ineffective on flesh wounds, burn wounds, poisons, or psychic damage.

Focusing the spell has the following outcomes:

  • one round - a temporary splint surrounds and protects the fracture, for up to three rounds
  • two rounds - the fracture begins to knit itself back together over the course of five rounds
  • three rounds - the fracture is repaired immediately.

Prayer: "O wondrous light, I beseech you to set right the fractured bones of this lost caitiff."

Venom Scale

School of Castus, Novice Tier

Type: Focus

Cost: 200 Vigor per round

Magnitude: 2

Description: The caster forms a ball of soft blue light. The ball draws out poisons and diseases, curing or weakening them. When finished, the orb turns black and disappears.

Focusing the spell has the following outcomes:

  • one round - poison from a single target within 10m is drawn out, reducing the magnitude of the poison by 2 for each round, up to three rounds
  • two rounds - poison from up to three targets within 10m is simultaneously drawn out, reducing the magnitude of the poison by 2 for each round, up to three rounds
  • three rounds - poison from up to five targets within 10m is simultaneously drawn out, curing the poison immediately.

Prayer: "O wondrous light, I beseech you to draw out the venom which has afflicted this poor soul."

Blessing of Saint Bastion

School of Castus, Novice Tier

Type: Ritual

Cost: 400 Vigor; 1 Dahlitium Pulveris

Magnitude: 3

Description: The caster places their hands upon the ground before them, seeping magic into it. Dahlitium used in this ritual spreads to outline a circle; until the ritual is complete, this circle is vulnerable and if broken, the ritual will fail. If successfully completed, the ground is blessed by the Viskar and impure beings -- including demons, vistra, and the Stricken -- may neither cross the line nor attack across it. Within this blessed ground, the caster may lift the wounded upon stretchers of light; these stretchers follow at the whim of the caster, even upon leaving the blessed ground.

This ritual requires one unit of dahlitium pulveris. This ritual takes 15 minutes of uninterrupted concentration to complete; the pulveris outlines a space which impure beings cannot enter, exit, or attack. The blessing remains for eight hours.

Prayer: "O wondrous light, ground our steps, and disturb not this blessed ground."

Adept

Soothing Current

School of Castus, Adept Tier

Type: Intrinsic

Cost: --/250/600/1,600/5,000 Vigor

Magnitude: 2

Description: Both of the caster's hands become cool to touch with air condensing around them as if in frigid air. Heals one burn wounds on a target within 10m; over the course of two rounds, burns are neutralized. Ineffective on flesh wounds, fractures, poisons, and psychic damage.

At base level, it allows healing a single patient in close proximity. When cast at higher magnitudes, the spell allows healing multiple targets at increased ranges:

  • Skilled - 2 targets/20m
  • Master - 6 targets/30m radius
  • Grandmaster - any targets within 50m.

Prayer: "O grand protector, let your light and grace fall upon the rascal, and permit him to feel a soothing current."

Stasis Binding

School of Castus, Adept Tier

Type: Intrinsic

Cost: --/250/600/1,600/5,000 Vigor

Magnitude: 2

Description: Binds one affliction on a target within 30m, preventing it from worsening for a limited time. Flesh wounds, burn wounds, or poisons can be held in stasis up to 5 rounds; if the bound affliction has not been properly healed when this spell ends, it will resume affecting the target.

At base level, it allows binding a single affliction type (bleeding, burning, or poison) on a patient within 30m. When cast at higher magnitudes, the spell allows binding more afflictions and multiple targets:

  • Skilled - 2 affliction types/2 targets
  • Master - all afflictions/5 targets
  • Grandmaster - all afflictions for any target in range.

Prayer: "O grand protector, I came across a house of rascals today. May your strength and light clean their debased home, and bind tight their wounds 'till healing may begin."

Calming Placebo

School of Castus, Adept Tier

Type: Focus

Cost: 500 Vigor per round

Magnitude: 4

Description: To one target within 10m, the caster takes on a powerful visage, surrounded by soothing white light. The white light forces out mental afflictions, weakening or curing them.

Focusing the spell has the following outcomes:

  • one round - psychic damage from a single target within 10m is forced out, reducing the magnitude of the psychic damage by 4 for each round, up to three rounds
  • two rounds - psychic damage from up to three targets within 10m is simultaneously forced out, reducing the magnitude of the psychic damage by 4 for each round, up to three rounds
  • three rounds - psychic damage from up to five targets within 10m is simultaneously forced out, curing the mental affliction immediately.

Prayer: "O grand protector, despite having nothing, a rascal will spend his last on poisonous smoke. Calm the mind, so that he may make something of themselves."

Waybread

School of Castus, Adept Tier

Type: Focus

Cost: 500 Vigor per round

Magnitude: 4

Description: Spiritual waybread is created from the caster's spell, smelling of honey and fresh spelt-flour. Each wafer of the light and airy bread restores the stamina of the partaker, but must not be rushed. They last for only eight hours before falling to dry crumbs. One wafer of waybread may be eaten each round, restoring 100 vigor to the eater.

Focusing the spell has the following outcomes:

  • one round - five wafers of waybread are created
  • two rounds - fifteen wafers of waybread are created
  • three rounds - thirty wafers of waybread are created.

Prayer: "O grand protector, quell the hunger that ails these vagabonds. Feed the body, to soothe the mind."

Guidance of Saint Sawyer

School of Castus, Adept Tier

Type: Ritual

Cost: 1,000 Vigor; 1 Bigatium Pulveris

Magnitude: 6

Description: The caster presses their hands tightly together, bigatium pulveris held between them. Once all of the pulveris has spread to cover the hands of the caster completely, emitting a soothing white light, the caster may safely phase their hands into the target's body, allowing them to extract foreign objects such as shrapnel and explosive fragments.

This ritual requires one unit of bigatium pulveris. This ritual takes 15 minutes of uninterrupted concentration to complete; once completed, the effects continue for up to one hour. The pulveris covers the hands of the caster, allowing the user's hands to enter living tissue at will, without harming it. This includes anything gripped by the caster, allowing foreign objects to be inserted or removed safely.

Prayer: "O grand protector, fill me with your light that I may lead this poor fool. In order to guide him, I must perform surgery, extracting darkness to make room for light."

Skilled

High Mend

School of Castus, Skilled Tier

Type: Intrinsic

Cost: --/--/600/1,600/5,000 Vigor

Magnitude: 3

Description: Both of the user's hands are bathed in a brilliant white light. Heals flesh wounds on a target within 10m; heals either one small or medium flesh wound or reduces one large wound to medium. Ineffective on fractures, burn wounds, poisons, and psychic damage.

At base level, it allows healing a single patient in close proximity. When cast at higher magnitudes, the spell allows healing multiple targets at increased ranges:

  • Master - 3 targets/30m
  • Grandmaster - 5 targets/50m

Prayer: "O kind watcher, a fool that works too hard yet continues to do so. Please mend this great wound that he may find the strength and will to succeed in the face of failure."

Moment of Silence

School of Castus, Skilled Tier

Type: Intrinsic

Cost: --/--/600/1,600/5,000 Vigor

Magnitude: 3

Description: At the word of the caster, all others within a 15m radius fall silent until the end of the round. This somber air bolsters allies, reducing psychic damage slightly. During the silence, no other verbal spells may be cast.

At base level, the caster silences a 15m radius, and psychic damage is lessened by 3 magnitude. When cast at higher magnitudes, the spell allows silencing a larger area and soothing further mental afflictions:

  • Master - 30m radius/-6 magnitude
  • Grandmaster - 50m radius/-12 magnitude

Prayer: "O kind watcher, silence these wagging tongues."

Sweet Breeze

School of Castus, Skilled Tier

Type: Focus

Cost: 1,200 Vigor per round

Magnitude: 6

Description: A rush of cool, clean air rushes outward from the caster, dispersing nearby clouds, fogs, and smoke. All those within 20m who inhale the cleansing air have one poison effect reduced or cured immediately.

Focusing the spell has the following outcomes:

  • one round - targets within 20m have poison afflictions reduced immediately by 6 magnitude
  • two rounds - targets within 30m have poison afflictions reduced immediately by 9 magnitude
  • three rounds - targets within 60m have poison afflictions reduced immediately by 12 magnitude.

Prayer: "O kind watcher, tell the poor fool to hear my words, feel my breath, believe in the world as it should be. Allow him to feel a sweet breeze."

Sunrise

School of Castus, Skilled Tier

Type: Focus

Cost: 1,200 Vigor per round

Magnitude: 6

Description: With each word of prayer, a light grows in the caster's hand -- beginning as a speck until it fills the entire palm. Upon completion, searing light bursts outward, blinding all targets within range and continuing to shed light.

Focusing the spell has the following outcomes:

  • one round - the light fills a 15m radius zone and lasts for five minutes
  • two rounds - the light fills a 50m zone and lasts for 15 minutes
  • three rounds - light shines down as far as the eye can see, even at night or beneath heavy clouds, lasting up to an hour.

If used to counter Break of Dusk, the spells cancel each other wherever their ranges overlap.

Prayer: "O kind watcher, drive out the darkness with the warm sunrise."

Succor of Saint Marron

School of Castus, Skilled Tier

Type: Ritual

Cost: 2,400 Vigor; 1 Auritium Pulveris

Magnitude: 9

Description: The caster lifts their hands into the air, letting magic flow from their body. At the start of the ritual, a golden cloud surrounds the caster and then swirls outward; the auritium pulveris used in the ritual is swept into the wind and other nearby clouds, fogs, or smoke are dispersed. Over the course of the ritual, the winds spread out to fill a sphere with a radius of 20m. Upon completion, the air is blessed by the Viskar all within the healing winds begin to recover from physical wounds.

This ritual requires one unit of auritium pulveris. This ritual takes 15 minutes of uninterrupted concentration to complete; the pulveris fills the air. Afflictions are temporarily halted for users within the area; each round, targets within the area receive the benefits of Mend or Venom Scale or Soothing Current or Calming Placebo, as though cast at their weakest level. The winds remain for eight hours.

Prayer: "O kind watcher, I saw a host of fools lying on the side of the road, bleeding. Though it may happen again, let this healing wind grant relief to their pains."

Master

Regeneration

School of Castus, Master Tier

Type: Intrinsic

Cost: --/--/--/1,600/5,000 Vigor

Magnitude: 4

Description: Upon casting, a pulse of blue light engulfs one target within 10m before vanishing. Regeneration lasts for 5 rounds; during that time, at the start of each round, either a small or medium flesh wound is healed or a large flesh wound is reduced to a medium wound.

At base level, this affects a single target; at higher magnitude, the spell affects three targets simultaneously.

Prayer: "O venerable spirit, a caitiff unworthy of your mercy has stumbled across my way. Though I do not enjoy his company, I ask you to grant him strength and let his soul experience regeneration."

Beating Wing

School of Castus, Master Tier

Type: Intrinsic

Cost: --/--/--/1,600/5,000 Vigor

Magnitude: 4

Description: A beating white wing settles onto a target within 30m, visible only to the recipient and the caster. It stays with the target until the following dawn; if the target is struck with a mortal wound, the wing will wrap around them and then both disappear in a burst of white feathers. The target appears next to the original caster and the wing covers the fatal wound, preventing the target from actually dying. It is critical for the target to be healed soon after; Beating Wing may not be cast on the target again until the spell wears off at dawn.

At base level, the target is returned to the caster alive; at higher magnitude, the target is returned to the caster alive, with Stasis Binding and High Mend cast at a Master level.

Prayer: "O venerable spirit, spare the reckless from themselves and lift them on a beating wing."

Immunization

School of Castus, Master Tier

Type: Focus

Cost: 3,200 Vigor per round

Magnitude: 8

Description: Upon casting, a pulse of orange light engulfs one target within 10m before vanishing. Immunization lasts for 5 rounds, and during that time, at the start of each round, one poison affliction or one mental affliction is reduced or cured immediately.

Focusing the spell has the following outcomes:

  • one round - one target within 10m benefits, reducing one affliction by 8 magnitude each round
  • two rounds - three targets within 30m benefit, reducing one affliction by 8 magnitude each round
  • three rounds - five targets within 50m benefit, reducing one affliction by 8 magnitude each round.

Prayer: "O venerable spirit, it annoys me to say so, but a caitiff has fallen ill. It may be a waste of power to do so, but please immunize him that he/she may abscond anon."

Martyrdom

School of Castus, Master Tier

Type: Focus

Cost: 3,200 Vigor per round

Magnitude: 8

Description: Nobility and compassion compel the healer to accept all of the wounds of one patient onto themself. Once the spell completes, the target patient is healed of all current wounds and afflictions, but the same wounds and afflictions appear on the healer's body.

Focusing the spell has the following outcomes:

  • one round - a single target within 10m is fully healed at the end of the round, with the healer accepting all wounds and afflictions
  • two rounds - after accepting the target's wounds, the caster receives the benefits of Stasis Binding, Soothing Current, and High Mend as though cast at Master level
  • three rounds - after accepting the target's wounds, the caster also receives the benefits of Set Fracture, Venom Scale, and Calming Placebo, each fully-focused.

Prayer: "O venerable spirit, look askance as this body falls on the sword of martyrdom."

Rebirth of Saint Vestus

School of Castus, Master Tier

Type: Ritual

Cost: 6,400 Vigor; 1 Vitatium Pulveris

Magnitude: 12

Description: Restoration imbues the target with cleansing emerald light, healing all injuries and freeing them of all afflictions, including ones which are otherwise permanent. It is even possible to cleanse a pravum from its host or break the bond between a relic and its champion.

This ritual requires one unit of vitatium pulveris. The caster and target must remain in contact for the duration. This ritual takes four hours of uninterrupted concentration to complete; the pulveris darkens to black as the impurities are drawn out before ultimately burning and consuming those impurities, leaving the target whole.

Prayer: "O venerable spirit, if it were up to me, I would let the ungainly caitiff waste away on the road. Alas I must do my best to help him/her for reasons unbeknownst to me. Let his faith and body feel restored by your light."

Grandmaster

Immaculate Aura

School of Castus, Grandmaster Tier

Type: Intrinsic

Cost: --/--/--/--/5,000 Vigor

Magnitude: 5

Description: An aura of white light follows the caster, forcing darkness, clouds, fog, and smoke away. Within the aura of light, current mental afflictions and poisons are reduced or cleansed for each target immediately. After this, the aura of light persists for up to five minutes (continuing to repel darkness, clouds, fog, and smoke) but the cleansing effect only occurs once per casting.

Prayer: "O divine lord, let the wounded and downtrodden be bolstered in the aura of light."

Superior Mend

School of Castus, Grandmaster Tier

Type: Intrinsic

Cost: --/--/--/--/5,000 Vigor

Magnitude: 10

Description: The user's body glows with inner light, which passes from the caster to targets within 10m. Heals burn and flesh wounds on a target within 10m. Ineffective on fractures, poisons, and psychic damage.

Three patients within 30m are healed of all burn or flesh wounds at the end of the round.

Prayer: "O divine lord, war and conflict tear through the land, leaving the despondent in the wake. One such wretch is before me now. Allow me to be their light. Mend their bodies, that they may be whole."

Rejoin

School of Castus, Grandmaster Tier

Type: Focus

Cost: 10,000 Vigor per round

Magnitude: 10

Description: The caster may rejoin a separated body part to the target. The caster must have the severed limb in hand, and additional time is required before the limb becomes usable once again.

Focusing the spell has the following outcomes:

  • one round - the target limb is reattached immediately, but remains unusable for five rounds
  • two rounds - the target limb is reattached immediately, but remains unusable for three rounds
  • three rounds - the target limb is reattached immediately and can be used right away.

Prayer: "O divine lord, though he may be a wretch of war, I desire to soothe his pains. Turn whole this once broken individual, rejoin this body, so that he may bright light to my world."

Celestial Call

School of Castus, Grandmaster Tier

Type: Focus

Cost: 10,000 Vigor per round

Magnitude: 10

Description: Words of prayer breach the veil between worlds, summoning forth a celestial being from the plane of Divinitus. Such summonings are uncontrollable, but ultimately loyal to the summoner.

Focusing the spell has the following outcomes:

  • one round - a being emerges, its true form hidden within flickering firelight, and each round it casts an intrinsic healing spell on an allied target
  • two rounds - in addition to the first, a second being emerges, this form hidden within flashing starlight, and each round it attempts to cast a focused healing spell
  • three rounds - in addition to the first two, a third being emerges, this form hidden within the glint of gold, and it assists the caster in performing a ritual, reducing any ritual preparation time to five rounds. The celestial beings disappear once they have exhausted the vigor granted to them (equal to the casting cost) or a ritual has been completed.

Prayer: "O divine lord, hear this call and send forth your celestials."

Shelter of Saint Laurens

School of Castus, Grandmaster Tier

Type: Ritual

Cost: 20,000 Vigor; 1 Caelitium Pulveris

Magnitude: 15

Description: This ritual requires at least a 50m radius of space with no walls or buildings. The caster initiates their prayers and with the caelitium pulveris, draw a square where they stand. With each word the pulveris will shift and slide, guided by the power of the caster's call and spreading out into the necessary spell matrix. Once the ritual is completed, the last bit of pulveris is used within the square to activate the spell. The caster and any chosen beings inside the outer radius of the spell are transported instantaneously beyond the mortal plane and into Divinitus. They will arrive into a temple of white glass, and though beings of Divinitus may enter, the mortals may not leave the temple.

This ritual requires one unit of caelitium pulveris. This ritual takes 1 hour of uninterrupted concentration to complete; the pulveris spreads on its own to outline the spell area. Within the plane of Divinitus, all wounds and fatigue slowly lift, and the travelers may eat or find rest. The transfer to Divinitus lasts up to 24 hours. When it is time to return, the travelers may choose to return to the ritual location or to any temple of the Vis.

Prayer: "O divine lord, we are not worthy but please allow us to walk with the divine and see what we can ne'er attain."

Mercy of Castus

School of Castus, Grandmaster Tier

Type: Special Ritual

Cost: 25,000 Vigor; 1 Caelitium Pulveris

Magnitude: 15

Description: The caster channels the pure Mercy of Castus, bringing a single individual back from the dead. The revived character suffers a permanent loss of 10% of total vigor at time of death, and may lose expertise in some skills because of this. At the time of resurrection, the character begins with 1 vigor and must rest. If used on a target reanimated by the Call of Exanimum, the target does not receive an additional penalty to their total Vigor.

This ritual requires one unit of caelitium pulveris. The caster must have the body of the individual to be resurrected. This ritual takes eight hours of uninterrupted concentration to complete; the pulveris and body are consumed in order to create a new body, free of injury or scars, and to summon and bind the target's soul into its new vessel.

Prayer: "O divine lord, though the person lying in front of me may be a wretch, grant him a second chance for I will watch over and guide them. Bestow upon this lost soul your mercy, the Mercy of Castus."


Occultus Spells (Illusion and Unknown)

Novice

Familiar Stranger

School of Occultus, Novice Tier

Type: Intrinsic

Cost: 100/250/600/1,600/5,000 Vigor

Magnitude: 1

Description: Individuals who do not know the caster find them to be familiar, acting as if they've known their presence was always there. While it is ineffective against those who personally know the caster already, knowing of the caster by word of mouth or posters is not enough to be immune. The caster is seen as an old friend or acquaintance, enough so that asking for a name would be seen as embarrassing to most. This altered perception lasts for up to one hour, but can end early if the user acts suspiciously or performs an incriminating action.

At base level, Familiar Stranger affects only the first unfamiliar individual to lay eyes on the caster. When cast at higher magnitudes, the spell affects multiple targets:

  • Adept - up to three individuals
  • Skilled - up to six individuals
  • Master - up to twelve individuals
  • Grandmaster - any individual unfamiliar with the caster.

Glyph: Three strokes in the shape of a face silhouette.

Prestidigitation

School of Occultus, Novice Tier

Type: Intrinsic

Cost: 100/250/600/1,600/5,000 Vigor

Magnitude: 1

Description: The caster, upon weaving the glyph, causes an item held in the opposite hand to vanish. Objects too large to lift with one hand are unaffected. The object reappears at a later time, in one of the caster's hands. Only one item may be affected by Prestidigitation at one time.

At base level, the object can remain vanished for up to three rounds, or may reappear at the caster's whim. When cast at higher magnitudes, the duration can be extended:

  • Adept - up to eight rounds
  • Skilled - up to 5 minutes
  • Master - up to one hour
  • Grandmaster - indefinitely

Glyph: Four strokes in the shape of a swirling cloud.

Fog

School of Occultus, Novice Tier

Type: Focus

Cost: 200 Vigor per round

Magnitude: 2

Description: The user exhales a dense cloak of mist in front of them, creating a cloud of concealing fog that spreads outward. In addition to obscuring sight, the fog can be used to suppress fires less than or equal to its own magnitude; conversely stronger flames can evaporate the fog.

Focusing the spell has the following outcomes:

  • one round - thick fog fills a 15m radius
  • two rounds - thick fog fills a 30m radius
  • three rounds - thick fog fills a 60m radius

Glyph: Three strokes in the shape of a squinting eye.

Decoy

School of Occultus, Novice Tier

Type: Focus

Cost: 200 Vigor per round

Magnitude: 2

Description: The user's hand -- used to weave the glyph -- becomes enshrouded by a light, localized fog that lasts until the spell has expired. For the following two rounds, the user is capable of generating a static image of themselves posed however they wish. This image is static and should only be expected to fool people or creatures briefly. The image disperses if touched or dismissed by the caster.

Focusing the spell has the following outcomes:

  • one round - one image is created, lasting up to 3 rounds
  • two rounds - up to two imaes are created, lasting up to 5 minutes
  • three rounds - up to three images are created, lasting up to 1 hour.

Glyph: Two strokes, parallel lines drawn by two fingers followed by two fingers forming a 'roof' over them.

Enigma of Recall

School of Occultus, Novice Tier

Type: Ritual

Cost: 400 Vigor; 1 Dahlitium Pulveris

Magnitude: 3

Description: Memories are curious and ephemeral, always there and yet sometimes so hard to grasp. The ritual of Recall delves into this enigma and from it finds connections which transcend time and space. It becomes possible to return to a place special to the caster, whether it is special for emotional or practical reasons. When the ritual completes, the memory and the present overlap: the caster teleports to the remembered location, in the present time.

This ritual requires one unit of dahlitium pulveris. This ritual takes 10 minutes of uninterrupted concentration to complete; the dahlitium trickles downward from the glyphs drawn in the air, creating a circular cage around the caster. Initially, each caster can only designate a single location for Recall, which is a fixed point; a later ritual, the Enigma of Memorial, allows creating additional Recall points.

Glyph: Five straight lines at chest height, surrounding the caster.

Adept

Mirror Image

School of Occultus, Adept Tier

Type: Intrinsic

Cost: --/250/600/1,600/5,000 Vigor

Magnitude: 2

Description: Directly in front of the caster, a mirror image appears. This illusionary duplicate mimics every movement of the caster, effectively moving and acting in reverse. If the illusionary duplicate is struck, it will disappear.

At base level, the mirrored duplicate remains for up to 5 minutes or until the duplicate is struck. When cast at higher magnitudes, after the illusionary duplicate disappears, a replacement appears in front of the caster's true position:

  • Skilled - 1 replacement
  • Master - 2 replacements
  • Grandmaster - 3 replacements

Glyph: Five strokes showing two mirrored crosses with a circle between them

Echo

School of Occultus, Adept Tier

Type: Intrinsic

Cost: --/250/600/1,600/5,000 Vigor

Magnitude: 2

Description: When casting this spell, the caster teleports to a new, unoccupied space nearby, leaving behind an echo of their presence. The echo is an after-image of the caster just before the teleportation, and disappears at the end of the round.

At base level, the caster is able to teleport up to 30m away and leaves behind one echo. When cast at higher magnitudes, the caster can leave behind multiple echoes in a circular area in-between the starting and ending points:

  • Skilled - 2 echoes
  • Master - 3 echoes
  • Grandmaster - 4 echoes

Glyph: Five strokes in the shape of a deconstructed yin-and-yang

Incognito

School of Occultus, Adept Tier

Type: Focus

Cost: 500 Vigor per round

Magnitude: 4

Description: Disguises the caster or a target as an individual the caster is familiar with. As long as the user does not act suspiciously, the disguise should be perfect. If viewers become suspicious, any resistance to mental effects will be weighed against the magnitude of this spell; this check adds the resistance of all suspicious parties together.

If multiple targets are disguised, each may be disguised differently.

Focusing the spell has the following outcomes:

  • one round - one target is disguised for up to 15 minutes
  • two rounds - up to two targets are disguised for up to 30 minutes
  • three rounds - up to four targets are disguised for up to 1 hour.

Glyph: Five strokes showing a concealing cloak.

Ghost Lantern

School of Occultus, Adept Tier

Type: Focus

Cost: 500 Vigor per round

Magnitude: 4

Description: Conjures a hazy colored flame in front of the caster. The caster may choose to attach the flame to an object or living target within 15m of them. If attached to an ally or enemy, the flames will follow slightly behind them as they move. The flames do no damage, but cast shadow in one spectrum up to 5m, and cast light in another spectrum between 5m and 30m. Those more than 5m away will not see the chosen 'shadowed' spectrum, while only those inside the shadowed area will see the 'lightened' spectrum up to 30m away.

Focusing the spell has the following outcomes:

  • one round - the target and those within 5m will be unseen to those searching for heat signatures, and the flames will cast green light to brighten the area within 30m
  • two rounds - the target and those within 5m will be unseen to those searching for signs of magic or visae, and the flames will cast blue light which illuminates heat sources in a thermal spectrum within 30m
  • three rounds - the target and those within 5m will be unseen to those searching with normal vision, and the flames will cast purple light which illuminates magic and visae in an ethereal spectrum within 30m.

Glyph: Five strokes in the shape of a small fire.

Enigma of Memorial

School of Occultus, Adept Tier

Type: Ritual

Cost: 1,000 Vigor; 1 Bigatium Pulveris

Magnitude: 6

Description: Experiences, ever twisting and winding, layered upon each other in the same condensed space. The Hidden peers into the memories of a place, revealing what was, and can even bind memory into an object for sharing. The caster uses pulveris to create a viewing window, through which the caster can show the events of the past closest to a particular individual or time the caster seeks. If there is a sturdy object at hand, able to fit in the palm of a hand, this vision can be implanted into it and viewed by those who hold it.

This ritual requires one unit of bigatium pulveris. This ritual takes 10 minutes of uninterrupted concentration to complete; the bigatium trickles downward from the top of the outlined viewing window, and through its reflective surface the visions of the past are made clear. A memory stored in an object can be used for the Enigma of Recall ritual, allowing a caster to travel to the location even if they've never personally been to it.

Glyph: Six strokes to form a circle in front of the caster.

Skilled

Glass Veil

School of Occultus, Skilled Tier

Type: Intrinsic

Cost: --/--/600/1,600/5,000 Vigor

Magnitude: 3

Description: The caster or a living target within 3m, and all belongings, are rendered invisible in the spectrum of normal light. Lasts up to 5 min. The invisibility is canceled if the target casts another spell or takes aggressive action. Items acquired after the spell is cast are not rendered invisible.

At base level, a single target is rendered invisible. When cast at higher magnitudes, the caster can render multiple targets invisible:

  • Master - 3 targets
  • Grandmaster - 6 targets

Glyph: Nine strokes showing a triangular mantle over a person's shoulders.

Glitter

School of Occultus, Skilled Tier

Type: Intrinsic

Cost: --/--/600/1,600/5,000 Vigor

Magnitude: 3

Description: The air surrounding the caster is suddenly filled with falling motes of light, which cause no injury but cling to anything they touch. In addition to giving off light or identifying targets that pass through the affected area, the motes of light reveal otherwise unseen targets.

At base level, the motes continue falling for up to 10 minutes in a 15m radius area. When cast at higher magnitudes, the affected area increases:

  • Master - 30m radius
  • Grandmaster - 50m radius

Glyph: A dot surrounded by eight outward strokes.

Break of Dusk

School of Occultus, Skilled Tier

Type: Focus

Cost: 1,200 Vigor per round

Magnitude: 6

Description: With each stroke of the finger, a shadow darkens over the caster's chest -- beginning as a speck until it is the size of an apple. Upon completion, a wave of darkness rolls outward, creating an area of lightlessness that no light can pierce.

Focusing the spell has the following outcomes:

  • one round - the darkness fills a 15m radius zone and lasts for five minutes
  • two rounds - the darkness fills a 50m zone and lasts for 15 minutes
  • three rounds - absolute darkness overtakes all, stretching to the horizon and into the sky to hide even the radiance of the sun, lasting up to an hour.

If used to counter Sunrise, the spells cancel each other wherever their ranges overlap.

Glyph: Ten strokes showing a swirl of darkness with people caught inside.

Bring Out the Dead

School of Occultus, Skilled Tier

Type: Focus

Cost: 1,200 Vigor per round

Magnitude: 6

Description: This spell is most effective when there are corpses nearby. When the spell is cast, a corpse within 10m appears to raise up, as though reanimated by the Call of Exanimum. If no corpse is nearby, then a wraith raises from the ground instead. The illusionary undead attack a target within 30m, dealing psychic damage.

Focusing the spell has the following outcomes:

  • one round - one illusionary undead is created, attacking a target within 30m before disappearing
  • two rounds - the illusionary undead lasts for up to three rounds, able to attack one target each turn
  • three rounds - up to three illusionary undead are created, lasting for up to three rounds, each able to attack one target per turn

Glyph: Ten strokes in the shape of a skull.

Enigma of Facsimile

School of Occultus, Skilled Tier

Type: Ritual

Cost: 2,400 Vigor; 1 Auritium Pulveris

Magnitude: 9

Description: The Enigma of Facsimile breaks down an object into all its properties, not just its physical dimensions but also its purpose, its history. Then the Hidden attempts to recreate the object, down to its past and its reason for being. A perfect facsimile is equivalent to the original in every way save one: the facsimile will only exist for up to 24 hours. Any item can be used for this ritual, but for items of a more advanced tier, the facsimile is imperfect.

This ritual requires one unit of auritium pulveris. This ritual takes 15 minutes of uninterrupted concentration to complete; the object to duplicate is levitated in the air and the auritium poured over top of it. The auritium takes the shape of the object in the air below it, outlining its silhouette until it completely covers the facsimile. When the auritium darkens, both objects can be taken from where they float. A facsimile will last up to 24 hours and is indistinguishable from the original. If the original is of a higher tier, an imperfect facsimile is limited to B-tier. A single item must be used for this ritual, and the original must be in possession of the caster during the ritual.

Glyph: Nine strokes showing mirrored parallelograms split by a line.

Master

Flame Curtain

School of Occultus, Master Tier

Type: Intrinsic

Cost: --/--/--/1,600/5,000 Vigor

Magnitude: 4

Description: The caster conjures a massive illusion of violently spreading wildfire. The Flame Curtain perfectly mimics an actual wall of fire, burning those that touch it, emitting intense light and clouds of choking smoke, all the while echoing with deafening noise. Because it is illusionary, however, any injuries from the flames disappear when the flames are dispelled. Uniquely, the incantation for the spell requires inscribing a circular rune in midair, giving it a surprisingly similar appearance to that of a Bellator Portal. The flames persist for 5 minutes.

At base level, the flames form a line up to 15m long; at higher magnitude, the flames turn sapphire and can be formed into a circle with a 15m radius.

Glyph: Twelve strokes depicting a large frame with flames spiraling around and sparks flashing off it.

Into the Abyss

School of Occultus, Master Tier

Type: Intrinsic

Cost: --/--/--/1,600/5,000 Vigor

Magnitude: 4

Description: Once the glyph is formed, a black bolt rapidly crosses the ground toward a target. If the bolt connects with the target's shadow, the ground opens up beneath them: the victim slips through the ground into a lightless abyss, a bottomless pit where the victim falls endlessly.

At base level, a single target falls into the abyss for up to thirty minutes; at higher magnitude, the abyss swallows all within 15m of the first target. It is possible to escape by reaching the (unseen) outer edge of the abyss by any means, 100m from the center.

Glyph: Twelve scattered strokes downward.

Mirror Curtain

School of Occultus, Master Tier

Type: Focus

Cost: 3,200 Vigor per round

Magnitude: 8

Description: An area surrounding the caster becomes invisible to outside detection in any spectrum, while those within the curtain can still see normally. The Mirror Curtain's dimensions are visible as a faint translucence, like glass. There is, however, nothing to physically prevent passing into or out of the curtain.

Focusing the spell has the following outcomes:

  • one round - the curtain surrounds a 20m radius, lasting up to 10 minutes
  • two rounds - the curtain surrounds a 50m radius, lasting up to 30 minutes
  • three rounds - the curtain surrounds a 100m radius, lasting up to 1 hour.

Glyph: Twelve strokes showing a curtain with four folds, two figures reflected on either side, above three reflected ripples.

Doppelganger

School of Occultus, Master Tier

Type: Focus

Cost: 3,200 Vigor per round

Magnitude: 8

Description: Creates a clone of the caster, able to act on its own for a limited time or until injured; once dispelled or dismissed, any information learned by the clone is relayed to the caster. The doppelganger may cast a single Intrinsic Occultus spells up to Skilled tier which the caster has prepared; this requires the caster's Vigor. Only one Doppelganger can be created at a time.

Focusing the spell has the following outcomes:

  • one round - the Doppelganger lasts up to 10 minutes
  • two rounds - the doppelganger lasts up to 1 hour
  • three rounds - the Doppelganger lasts up to 24 hours

Glyph: Sixteen strokes showing an imperfect mirror of a line, a hooked cross, and two bisected circles.

Enigma of Metamorphosis

School of Occultus, Master Tier

Type: Ritual

Cost: 6,400 Vigor; 1 Vitatium Pulveris

Magnitude: 12

Description: The Enigma of Metamorphosis is also known as Polymorph; the spell manipulates the hidden connections between the caster and other creatures or beings, following the logic that all that is came from a common origin. The caster is able to take on the shape and traits of another creature or being which they have personally seen or made contact with, retaining their own mind and faculties while gaining the physical body of their chosen form.

This ritual requires one unit of vitatium pulveris. This ritual takes 5 rounds of uninterrupted concentration to complete; the caster throws the pulveris overhead, letting it rain down over their body. At the end of the ritual, the caster becomes whatever form they have in mind, whether it's another person, a gigantic creature, a tiny bug, or even machina (non-sapient machines not included). If the new form is capable of speech, the caster can continue casting verbal spells; likewise, if the new form is capable of the necessary motions, somatic casting is possible. However, the new form cannot carry over or gain physical skills in the new body, only physical traits like strength, dexterity, and constitution. If the caster is killed while transformed, they will revert back to their true form, uninjured.

Glyph: Eighteen strokes forming a caterpillar and butterfly.

Grandmaster

Displacement

School of Occultus, Grandmaster Tier

Type: Intrinsic

Cost: --/--/--/--/5,000 Vigor

Magnitude: 5

Description: A perceptual distortion in all spectrums causes the caster to appear to be up to 2m in any direction from their actual location.

This distortion lasts up to 5 rounds. Because this is constantly shifting, it becomes impossible to hit the caster with anything less than an area-effect attack of 5m or greater width, spread, or radius.

Glyph: Twenty strokes showing a single figure split by wavering forces.

Pandora

School of Occultus, Grandmaster Tier

Type: Intrinsic

Cost: --/--/--/--/5,000 Vigor

Magnitude: 5

Description: The Hidden is ever mysterious and though every school is associated with one of the Vis, Occultus seems to have at least some connection to them all. The spell Pandora is beyond the control of even the greatest of casters, and thus it is a gamble, but one which may sometimes pay off. When casting Pandora, a random Intrinsic or Focus spell from any school will be cast at its strongest level, using the caster's proficiency in Occultus. The spell is determined by the player publicly rolling 1d100. If Pandora comes up as the random spell, nothing happens on the initial turn, and the caster is forced to cast Pandora again on the following turn. For spells which require a target, the target can be selected after the spell is known.

Glyph: Twenty strokes in the shape of a box surrounded in flames.

Mirage

School of Occultus, Grandmaster Tier

Type: Focus

Cost: 10,000 Vigor per round

Magnitude: 10

Description: Creates an illusion in an area capable of fooling all five senses, which can even mimic spells from other schools that the caster has personally witnessed. Despite the realism, the spell does not cause any harm on its own.

Focusing the spell has the following outcomes:

  • one round - the Mirage affects a 50m radius and lasts up to 15 minutes
  • two rounds - the Mirage affects a 100m radius and lasts up to 1 hour
  • three rounds - the Mirage affects as far as the eye can see and lasts up to 24 hours

Glyph: Twenty-one strokes depicting an intricate, shining bell half-faded.

Waking Dream

School of Occultus, Grandmaster Tier

Type: Focus

Cost: 10,000 Vigor per round

Magnitude: 10

Description: The glyph streaks through the air toward the target; if struck, the target falls asleep and their head is surrounded by a translucent purple cloud. Instead of falling to the ground, the target can continue to act, perceiving the real world as if it was a dream. While dreaming, the target perceives people and objects to be continually moving away; the target moves and attacks at half normal speed in reality, and judges distances at half the actual amount. However, while dreaming, the target is also completely immune to any mental afflictions while, even other Occultus illusions such as Displacement or Into the Abyss.

Focusing the spell has the following outcomes:

  • one round - a single target within 30m enters the dream
  • two rounds - up to three targets within 30m enter the dream
  • three rounds - up to six targets within 30m enter the dream

Glyph: Twenty-one strokes in the shape of a bed under a cloud.

X

School of Occultus, Grandmaster Tier

Type: Ritual

Cost: 20,000 Vigor; 1 Caelitium Pulveris

Magnitude: 15

Description: A grandmaster of Occultus learns many hidden secrets about the world and what invisible ties connect everything together, but there are still many truths left untold. Even the true name of this spell remains hidden, known only to Occultus. The purpose of this ritual is to take all those many connections hidden beneath the surface and temporarily sever them. Doing this separates the area of the ritual from reality, meaning that events within it cannot harm the rest of the world; those inside are trapped as long as the caster remains within the area and conscious.

This ritual requires one unit of caelitium pulveris. This ritual takes 5 rounds of uninterrupted concentration to complete; the caster throws the pulveris in a circle around them. When the ritual is completed, an area 250m in radius is separated from the rest of the world; people inside can't leave, people outside can't enter. It is possible to leave via the Enigma of Recall ritual, but if the caster leaves, the ritual ends. If the caster is rendered unconscious, the ritual ends. X can only be maintained for up to 4 hours.

Glyph: Twenty strokes in the shape of Xs, with a final circular stroke connecting all of them.

Abeyance of Occultus

School of Occultus, Grandmaster Tier

Type: Special Ritual

Cost: 25,000 Vigor; 1 Caelitium Pulveris

Magnitude: 15

Description: The caster may channel the enigma of Occultus. The user creates a glyph of unparalleled power, twenty-one strokes in the shape of an arm reaching out of a clock face. Past, present, and future converge.

For up to an hour, the caster is capable of perceiving actions one turn into the future and acting on them in the present. More occult, the caster can affect a one-time change to a choice made one turn in the past; doing so ends Abeyance immediately just as the theoretical past becomes the new present.

This ritual requires one unit of caelitium pulveris. This ritual takes 3 rounds of uninterrupted concentration to complete; the pulveris is absorbed into the glyph.

Glyph: Twenty-one strokes portraying an arm stretching out from a clock face surrounded by the ripples of time.


Bellator Spells (Destruction and Evocation)

Novice

Energy Burst

School of Bellator, Novice Tier

Type: Intrinsic

Cost: 100/250/600/1,600/5,000 Vigor

Magnitude: 1

Description: One of the simplest spells, the caster's portal releases a thin bolt of green energy, shooting straight for a target far away.

At base level, this results in a single bolt which reaches up to 30m. When cast at higher magnitudes, the spell allows firing additional bolts, or clusters of bolts, at increasing ranges:

  • Adept - 3 bolts, 40m
  • Skilled - 6 bolts, 60m
  • Master - 5 clusters (3 bolts each), 75m
  • Grandmaster - any target the caster can see.

Portal: The portal has the appearance of an equilateral triangle made of metal and pointing downwards. The magic is pushed out by striking the back of the portal.

Flame Burst

School of Bellator, Novice Tier

Type: Intrinsic

Cost: 100/250/600/1,600/5,000 Vigor

Magnitude: 1

Description: One of the simplest spells, when the user pushes their hand through the portal, a line of fire pours from their palm at will. This attack deals burning damage.

At base level, this results in a fire stream reaching up to 5m. When cast at higher magnitudes, the spell's range increases:

  • Adept - 10m line
  • Skilled - 20m line
  • Master - 30m cone with 10m spread
  • Grandmaster - 50m cone with 20m spread.

Portal: The portal has the appearance of a ring of metal that glows with heat. The magic is pushed out by pushing the hand through the back of the portal.

Sickle Wind

School of Bellator, Novice Tier

Type: Focus

Cost: 200 Vigor per round

Magnitude: 2

Description: When the caster pulls the energy out, a cone of slicing winds roars forth, repeatedly delivering small wounds to the targets.

Focusing the spell has the following outcomes:

  • one round - the cone reaches 10m and spreads to 3m
  • two rounds - the cone reaches 20m and spreads to 10m
  • three rounds - the cone reaches to 40m and spreads to 20m.

Portal: The portal has the appearance of similar to an elongated diamond, except the elongated ends are split apart, forming fangs. It has the look of green marble. The magic is pulled out.

Stone Summit

School of Bellator, Novice Tier

Type: Focus

Cost: 200 Vigor per round

Magnitude: 2

Description: Upon striking the portal, a large stone erupts from the ground and launches toward a target. This attack can deal fracturing damage.

Focusing the spell has the following outcomes:

  • one round - a single large stone is launched at a target within 30m
  • two rounds - three large stones are launched at a single target
  • three rounds - three large stones each are launched at three targets.

Portal: The portal has the appearance of a jagged ring of stone. It must be made on the ground. The magic is called forth by kicking the part of the portal furthest to the target, causing it to jump up and launch the stone.

Shriek of Zion

School of Bellator, Novice Tier

Type: Ritual

Cost: 400 Vigor; 1 Dahlitium Pulveris

Magnitude: 3

Description: One of the shortest ritual spells, each of the eight points of the star must be manifested in a particular order to properly cast this spell. The caster reaches into their portal with a fistful of dahlitium pulveris and withdraws it again as an orb of unstable light and energy which may be thrown at a target within 30m. After impacting anything, the orb explodes, and a 20m radius surrounding the target is engulfed in blinding flashes of light and intense shrieking sounds; targets within the radius are blinded and deafened up to one round after leaving the area; the effect persists and affects anyone entering the range for the next 5 rounds. If used within an area affected by the Darkness or Sunrise spells, the effects of Shriek of Zion take precedence, but the other spells resume their hold once it has completed.

This ritual requires one unit of dahlitium pulveris. This ritual takes 2 rounds of uninterrupted concentration to complete; the pulveris absorbs the infernal energy and upon being released, bursts apart and flies wildly within the range.

Portal: The portal has the shape of an irregularly shaped eight-pointed star. It has the look of white metal with lines of black running through it. The magic is pulled out.

Adept

Lightning Orb

School of Bellator, Adept Tier

Type: Intrinsic

Cost: --/250/600/1,600/5,000 Vigor

Magnitude: 2

Description: The caster pulls an orb of lightning from their portal taking it in hand and then launching it at an enemy. When the orb strikes a target, when the caster clenches their fist, or when reaching its maximum range, it detonates in an explosion of electricity. This attack may deal burn damage.

At base level, the orb can be launched up to 20m and detonates in a 5m radius. When cast at higher magnitudes, the spell's range increases:

  • Skilled - 30m, 10m radius
  • Master - 50m, 20m radius
  • Grandmaster - 75m, 30m radius.

Portal: The portal has the appearance of two lightning bolts in a cross shape. It looks to be made out of metal, but sparks constantly run through it. The magic is pulled out.

Repulsor

School of Bellator, Adept Tier

Type: Intrinsic

Cost: --/250/600/1,600/5,000 Vigor

Magnitude: 2

Description: Upon striking the portal, a wide line of shimmering energy shoots ahead at waist level. Targets within the line of energy, friend or foe, are struck by a wave of force that throws them to the end of the line. This spell does not deal damage directly.

At base level, line is 5m wide and pushes targets up to 10m; the caster can place the start of the line within 10m. When cast at higher magnitudes, the spell can be used multiple times successively in the same round, each time changing the direction:

  • Skilled - 3 times
  • Master - 6 times
  • Grandmaster - 10 times.

Portal: The portal has the appearance of two circles, partially overlapping. It looks to be made out of a material that has a smoky, constantly moving surface. The magic is pushed out by striking the back of the portal with two hands, one per circle.

Burst Stream

School of Bellator, Adept Tier

Type: Focus

Cost: 500 Vigor per round

Magnitude: 4

Description: The caster rips a twisting whirlpool from the portal, which erupts forward to hit all enemies in a direct line. This attack may deal fracturing damage.

Focusing the spell has the following outcomes:

  • one round - the line is 3m wide and reaches 30m
  • two rounds - the line is 5m wide and reaches 50m
  • three rounds - the line is 10m wide and reaches 100m.

Portal: The portal has a fluid appearance, similar to a disc of water struggling to stay in shape. The magic is pulled out while having a twisting motion.

Infurnus

School of Bellator, Adept Tier

Type: Focus

Cost: 500 Vigor per round

Magnitude: 4

Description: Upon striking the smaller portal, pillars of flame erupt from larger portals placed beneath targets, stretching high into the air. This attacks deals burning damage.

Focusing the spell has the following outcomes:

  • one round - a pillar 10m high with a 1m radius engulfs a single target within a 30m radius
  • two rounds - pillars form beneath three targets
  • three rounds - pillars form beneath five targets.

Portal: A series of two portals are created, both on the ground. A small one appears by the caster while a large one appears under the target. They have the similar appearance of a ring that is on fire. When the caster strikes the small one, the large one activates.

Frostfall of Rahdeyo

School of Bellator, Adept Tier

Type: Ritual

Cost: 1,000 Vigor; 1 Bigatium Pulveris

Magnitude: 6

Description: When the caster strikes the smaller portal, a storm of jagged hail rains down from a larger portal, over a target within 50m. The storm has a radius of 10m. The temperature in the air begins to lower immediately after this ritual begins, starting with a large snowflake portal forming in the air in front of the caster. Frost begins to fall on the caster, who then releases the bigatium pulverise into the air; it is swept skyward, beginning the formation of a second, larger snowflake portal in the sky. When the ritual completes, for the next hour, heavy hail rains down in an area 40m radius. Where the hail falls is difficult to move through, reducing base movement by 10m per round. This spell may deal fracturing damage.

This ritual requires one unit of bigatium pulveris. This ritual takes 4 rounds of uninterrupted concentration to complete; the pulveris is drawn into the sky and forms a secondary portal. The Frostfall of Rahdeyo lasts for one hour.

Portal: A series of two portals are created, one in front of the user and one in the air. They have the similar appearance of a snowflake, being made of ice. When the caster strikes the small one, the large one activates.

Skilled

Light Fang

School of Bellator, Skilled Tier

Type: Intrinsic

Cost: --/--/600/1,600/5,000 Vigor

Magnitude: 3

Description: When this portal forms, it begins rapidly launching a barrage of many thin bright lasers in a straight line.

At base level, the full attack is delivered to the first target in a line one palm wide that reaches 100m. When cast at higher magnitudes, the spell will pierce through, adding burn damage to the pierced target and hitting targets further back:

  • Master - pierces up to 2 targets
  • Grandmaster - pierces all targets.

Portal: The portal has the appearance of a green disc. It has a frame of glowing green light. The magic is pushed out by striking the back of the portal. While open, the portal has a shrill whistling sound.

Pluterra

School of Bellator, Skilled Tier

Type: Intrinsic

Cost: --/--/600/1,600/5,000 Vigor

Magnitude: 3

Description: When the stone portals strike a solid surface or each other, they shatter in a spray of harmless stone particles and a tremor of seismic activity launches a pillar of stone up into the air.

At base level, the pillar is 5m radius and 10m tall; the pillar (and anything on top of it) is launched 40m upward, leaving a hole in the ground; while this does not do direct damage to targets standing on it, it may damage any targets struck in the air and may cause fracturing damage. When cast at higher magnitudes, multiple pillars can be launched and will arc toward each other:

  • Master - two stone pillars
  • Grandmaster - four stone pillars.

Portal: Two round portals of striated stone are created, with dust constantly falling from them. The magic is unleashed when the portals are slammed into a solid surface by the caster.

Coiling Abyss

School of Bellator, Skilled Tier

Type: Focus

Cost: 1,200 Vigor per round

Magnitude: 6

Description: This risky spell seeks the demonic inhabitants of Infernalis rather than merely the chaotic forces. When casting, black portals open near a target within 30m, enticing demons to attack through the rift.

Focusing the spell has the following outcomes:

  • one round - for one round, a pool of blackness opens near a target, allowing demon claws to reach through, gashing or grabbing the target
  • two rounds - two pools open near the target, allowing demons to attack from multiple angles
  • three rounds - the rifts open wider: the demons can reach their heads through, biting or mocking the target.

Portal: The portal has the appearance of swirling darkness with a frame of charred wood. They can be created all at once but must be triggered individually. The magic is pushed out by striking the back of the portal. While the portals are open, they have the sound of noises echoing in a canyon.

Lightning Cannon

School of Bellator, Skilled Tier

Type: Focus

Cost: 1,200 Vigor per round

Magnitude: 6

Description: Heralded by roaring thunder, a beam of searing golden lightning rips into the world, present in the mortal world for only an instant, though its effects are not soon forgotten. The lightning strikes all targets in a line up to 50m ahead. This attack deals burning damage.

Focusing the spell has the following outcomes:

  • one round - lightning strikes targets in a line reaching 50m, 3m wide
  • two rounds - each target struck by the lightning becomes a secondary explosion of lightning in a 5m radius
  • three rounds - each target struck by the lightning becomes a secondary explosion of lightning in a 15m radius.

Portal: The portal has the appearance of a diamond with jagged sides. Its frame looks like yellow metal with streaks of black lightning running through it. The user strikes the back of the portal. While open the portal has a rumbling sound, similar to thunder.

Monument of Boros

School of Bellator, Skilled Tier

Type: Ritual

Cost: 2,400 Vigor; 1 Auritium Pulveris

Magnitude: 9

Description: The ground rumbles deep underfoot when this ritual begins. The caster must use their own blood, mixing a small amount into the auritium pulveris before releasing it into the earth. Blades rise from the ground throughout the ritual, until the caster finds themselves in the center of a cemetery, each grave marked by swords of many makes and shapes, each tinged with a golden sheen but bearing the wear of time. Within this honored resting place, in addition to any other actions each round, the caster may telekinetically launch any sword toward a target within the cemetery; finally, the caster and any chosen allies may wield the swords: they are auritium weapons, magically enhanced further by three tiers in magnitude, but each shatters after one strike.

This ritual requires one unit of auritium pulveris. This ritual takes 15 minutes of uninterrupted concentration to complete; the pulveris joins with the caster's blood and seeps into the ground. The Monument of Boros remains for eight hours.

Portal: Using the palm of their hand, the user strikes upwards at the bottom of a thunderhead and pushes the power - taking shape in the form of a single powerful lightning bolt - into the sky. When successfully performed, a ear-splitting rattle of ten-thousand swords collapsing on one another can be heard in the immediate area.

Master

Black Wind

School of Bellator, Master Tier

Type: Intrinsic

Cost: --/--/--/1,600/5,000 Vigor

Magnitude: 4

Description: A whirlwind of darkness bursts from the caster in all directions, throwing enemies and projectiles away. This does not do direct damage.

At base level, the winds lift and push targets up to 10m away from the caster. When cast at higher magnitude, the winds list and push targets up to 30m from the caster.

Portal: The portal has the shape of three equilateral triangles overlapping in one corner. The frame looks to be made of black stone that is chipped and cracked. While open, the portal produces a constant howling sound. The magic is unleashed by snapping the portal in two.

Agony

School of Bellator, Master Tier

Type: Intrinsic

Cost: --/--/--/1,600/5,000 Vigor

Magnitude: 4

Description: Originally conceived as a merciful spell, the infamous spell 'Agony' possesses a reputation as a tool of torture, due to the abuses of a single man in the Kingdom of Excelsus. It is a remarkably difficult spell considering its simple premise, and only a handful of individuals have ever been capable of casting it, most notably the Earl Baraqus who used it to extract confessions. Agony induces pain in a single target within 10m, excruciating pain that does not go away until treatment is administered. It causes no actual harm to the target's body.

At base level, a single target is wracked with pain as though stabbed; this counts as a mental affliction, as well as the pain of a typical wound. At higher magnitude, the spell can be cast on up to 3 targets simultaneously.

Portal: The rectangular portal has the appearance of green slate. The magic is unleashed by scraping the surface of the portal.

Breath of Arctoa

School of Bellator, Master Tier

Type: Focus

Cost: 3,200 Vigor per round

Magnitude: 8

Description: Biting cold surrounds the caster, and for an instant all is white. The winter wind bites into enemies, slicing into skin deep below the surface. This spell causes (frost) burn damage. A cone of frost that reaches up to 15m ahead, 10m spread. The frost overtakes objects in its way, flash freezing all targets stuck in its path.

Focusing the spell has the following outcomes:

  • one round - a cone of frost that reaches up to 30m ahead, 10m spread
  • two rounds - the 30m radius area surrounding the caster is struck with frost
  • three rounds - the 50m radius area surrounding the caster is struck with frost.

Portal: The portal has the shape of four large icicles arranged in a cross shape. The frame has the appearance of opaque ice. While the portal is open, there is the constant sound of ice grinding and cracking. The magic is pushed out by striking the back of the portal with both hands.

Conflagration

School of Bellator, Master Tier

Type: Focus

Cost: 3,200 Vigor per round

Magnitude: 8

Description: The simplicity of Conflagration obscures its potency. The caster draws forth a tiny emerald spark from the portal, which is then shot up to 100m away. On impact, target is engulfed in emerald flames in an instant. This spell causes burn damage.

Focusing the spell has the following outcomes:

  • one round - a single target within 100m is engulfed in flame
  • two rounds - 20m surrounding the target is engulfed in flame
  • three rounds - a secondary explosion occurs, pushing targets up to 20m from the initial target. This effect may cause fracturing damage.

Portal: The portal has the appearance of a small circle made of pure fire. While open, the sound of roaring flames can be heard. The magic is pulled out.

Spirit of Arator

School of Bellator, Master Tier

Type: Ritual

Cost: 6,400 Vigor; 1 Vitatium Pulveris

Magnitude: 12

Description: Infernalis is a chaotic plane and the school of Bellator mostly draws on elements and forces, things which can be controlled. The Spirit of Arator, also known as the Blade Spirit, is named for Saint Arator who cast swords from his broken plough and wielded them in righteous fury against the Band of Forty. The caster must embed a piece of iron or steel into the dirt to begin the ritual, and then draw around themselves a twelve-pointed star within a circle. This ritual seeks to summon not the Saint, but the spirit of his fury, and the center of the star is the one place safe from the unguided weapon. The iron used in the ritual is possessed and transformed into a whirling mass of twelve crude blades; one of the twelve drips with poison. The Blade Spirit attacks nearby targets at random; it moves up to 60m in a round, before, during, or after its attacks. The attacks are those of an unskilled farmer, each valued at only one magnitude, but it attacks up to twelve times in a round, up to six times against any single target. If three or more attacks strike an enemy in the same turn, they are inflicted with a virulent poison that deals burning damage and lasts up to five minutes.

This ritual requires one unit of vitatium pulveris. This ritual takes 5 rounds of uninterrupted concentration to complete; the pulveris forms the barrier which protects a single individual from being targeted. The Spirit of Arator remains for up to 15 minutes.

Portal: The portal has the appearance of a metallic snowflake. In order to begin the ritual, the portal must be spun in a circle.

Grandmaster

Chain Lightning

School of Bellator, Grandmaster Tier

Type: Intrinsic

Cost: --/--/--/--/5,000 Vigor

Magnitude: 5

Description: Blue-white lightning courses through the caster's arm before striking toward a target within 50m. The bolt then arcs to another target within 10m, up to five additional strikes. New targets will be prioritized, but if none are available, the lightning will strike a previous target until all six strikes have occurred or no more targets are in range. Beware, Chain Lightning does not know friend from foe; this spell will cause burning damage.

Portal: The portal has the shape of eight crystals with a lattice of lightning between them. The user pushes their hand through the lattice, commanding the magic while it wraps around the hand.

Earthquake

School of Bellator, Grandmaster Tier

Type: Intrinsic

Cost: --/--/--/--/5,000 Vigor

Magnitude: 5

Description: A tremendous upheaval shakes the ground beneath the caster's feet. The earth splits apart into wide crevices up to 50m in every direction, 60m deep. Over the next two turns, the ground slowly returns to normal, crevices closing no matter what, or who, is inside them.

Portal: The portal takes the shape of a circle of black stone, etched with a spiral pattern. The user throws it directly downward, magic unleashed when it touches the ground.

Hydra

School of Bellator, Grandmaster Tier

Type: Focus

Cost: 10,000 Vigor per round

Magnitude: 10

Description: From the ground and walls around the caster, blue flames begin to rise up and take the shape of towering hydras. Each hydra can attack once, aiming at a target within 20m and dealing burn damage. After attacking, the head falls to ash.

Focusing the spell has the following outcomes:

  • one round - two hydra heads appear
  • two rounds - on the round after the first two heads fall, four new heads sprout from the ashes
  • three rounds - on the round after the four heads fall, eight new heads sprout from those ashes.

Portal: The portal has the appearance of circle with six spikes growing along one-half of it. The frame looks like it's made of braided green wires. The portal only appears on a solid surface. While the portal is open, the sound of many snakes hissing can be heard. When the magic is pulled out, lines burst forth from the points of the portal. A hydra head emerges at the end of the line. Augmenting the spell increases the amount of points in the portal.

Primal Beckons

School of Bellator, Grandmaster Tier

Type: Focus

Cost: 10,000 Vigor per round

Magnitude: 10

Description: This incredibly potent spell manifests a being in the mortal plane which personifies some element of Infernalis: earth, water, fire, ice, lightning, darkness, any of these can be chosen by the caster. The manifestation appears above the caster's head and continually shoots projectiles of the chosen type at hostile enemies. Such summonings are uncontrollable, but ultimately loyal to the summoner.

Focusing the spell has the following outcomes:

  • one round - a primal appears over the caster's head, shooting a 3-magnitude projectile up to three times per round, at one or more targets within 100m in the same general direction
  • two rounds - in addition to the first, a second primal of a different type emerges, back-to-back with the first
  • three rounds - in addition to the first two, a third primal of another type emerges, and together the three primals can attack in every direction. The primals remain for up to six rounds.

Portal: A large, nine-sided portal of red iron appears overhead, facing downward. Lines of light dangle downward, waiting to be grasped by the caster to pull the magic into the world.

Eclipse of Meteos

School of Bellator, Grandmaster Tier

Type: Ritual

Cost: 20,000 Vigor; 1 Caelitium Pulveris

Magnitude: 15

Description: When this ritual is begun, a pillar around the caster darkens. The caelitium pulveris is thrown into the air and then very slowly falls; as it falls, the glimmering sand forms shapes and lines in the air, creating a visual map of the surrounding landscape up to 500m away. As this map completes, a red sphere appears in the caster's palm. The sphere is touched against the map and the spell completes; a great portal opens in the sky over the targeted area, blotting out the sun or a moon, through which can be seen a starry landscape for the briefest moments. Finally, an enormous, meteor 50m in radius streaks through the portal and slams into the earth, devastating the surrounding area up to 250m from the central impact, leaving behind a massive crater.

This ritual requires one unit of caelitium pulveris. This ritual requires 15 minutes of uninterrupted focus to complete. Only the darkened area, a 5m area immediately around the caster, is immune to the attack.

Portal: A series of circular portals opens towards the sky, each one larger than the rest. The frame has the appearance of cracked stone with glowing lava seeping out from inside. While the portals are open, there is the sound of rumbling earth. The magic is pushed out, by striking the smallest portal. It will start a chain event until the largest portal launches out the comet downwards.

Maelstrom of Bellator

School of Bellator, Grandmaster Tier

Type: Special Ritual

Cost: 25,000 Vigor; 1 Caelitium Pulveris

Magnitude: 15

Description: The caster may channel the fury of Bellator. A plain black portal opens in front of the caster; from within it, the caster draws out a sword of white flame. When the sword is raised overhead, hundreds of portals open overhead, darkness overtakes the sky, rumbling clouds gather; a thunderstorm of godly proportions takes shape, the full force of Bellator's righteous fury surging, ready to be released upon all of the caster's enemies. Once per round, up to three times, the caster can swing the sword of white fire, sending forth a rolling wave of white flames 100m long and 15m wide; every enemy struck by the flames is simultaneously struct by a bolt of lightning from overhead, together resulting in a 10-magnitude attack. After the third use of this attack, the sword itself remains.

This ritual requires one unit of caelitium pulveris. This ritual takes 5 turns to complete. The caster holds the caelitium pulveris in the hand which grips the white sword; the white sword persists for up to 8 hours, and is equivalent to a non-magical sword of caelitium that inflicts additional burn damage.

Portal: The portal has the appearance of a cloud. The frame looks like a material of darkness, with no light reflecting off it. The magic is activated by shattering the portal into a multitude of pieces. Hundreds of portals open in the sky, firing out the bolts of lightning.


Serpens Spells (Debilitation and Binding)

Novice

Blur

School of Serpens, Novice Tier

Type: Intrinsic

Cost: 100/250/600/1,600/5,000 Vigor

Magnitude: 1

Description: A cone of poison launches from beneath the nails of a caster's hand (or from within the hand's articulation, in the case of a demvir). The murky green liquid seeps into pores, and defocuses the victim's vision for a limited time. Targets affected are considered Poisoned until cleansed; the magnitude of their physical attacks (melee or ranged) are reduced in magnitude by one tier.

At base level, the cone is 10m long by 2m wide and those struck with it have blurred vision for four rounds. When cast at higher magnitudes, the cone spreads, and the poison lasts longer:

  • Adept - 15m/3m cone; 6 round duration
  • Skilled - 30m/6m cone; 9 round duration
  • Master - 45m/9m cone; 12 round duration
  • Grandmaster - 60m/12m cone; lasts until cured

Flair: The caster waves a hand in front of their face, palm facing inwards, and then sweeps their arm outwards, palm forward.

Halt

School of Serpens, Novice Tier

Type: Intrinsic

Cost: 100/250/600/1,600/5,000 Vigor

Magnitude: 1

Description: Spectral ropes spring up from the ground around the caster, chasing and wrapping around an enemy's limb, before anchoring it to the ground for the following round.

At base level, a single rope is conjured, targeting the limb of an enemy within 15m. When cast at higher magnitudes, the spell conjures additional ropes, at increasing ranges:

  • Adept - 2 ropes, 20m
  • Skilled - 3 ropes, 30m
  • Master - 6 ropes, 45m
  • Grandmaster - 10 ropes, 60m.

Flair: The caster curls one arm in until the hand is touching the shoulder and then slowly unfurls it, ending with a flick of the wrist.

Shackles

School of Serpens, Novice Tier

Type: Focus

Cost: 200 Vigor per round

Magnitude: 2

Description: The caster manifests a manacle near an intended target which lunges and lock around the nearest limb. Once the manacle locks closed, another manacle appears, manifesting a chain up to 5m long as it lunges for another target. The second target may be another limb of the original target, a limb of another nearby target, or may be directed to shackle around a suitable inanimate object. If the caster is in range, they are also a valid target.

Focusing the spell has the following outcomes:

  • one round - the shackles lock onto one target within 15m of the caster, and a second target within 5m of the first
  • two rounds - the shackles lock onto one target within 30m of the caster, and up to three additional targets within 5m of the last
  • three rounds - the shackles lock onto one target within 45m of the caster, and up to six additional targets within 5m of the last

Flair: The caster extends a hand, fingers splayed, before bending them at the second knuckle and bringing the hand down to their hip. The manacles are manifested upon the caster's wrist contacting their hip.

Plague Breath

School of Serpens, Novice Tier

Type: Focus

Cost: 200 Vigor per round

Magnitude: 2

Description: The caster breathes out a black wave of smoke. Upon touching any exposed flesh (or metal in the case of demvir), the poison infects the victim. Affected targets are spiked with fever and are considered Burned for the following 3 rounds. Further, targets are considered Poisoned until cleansed. If the target ends their round within 5m of potential targets, excluding the caster, the spell infects the new targets. Secondary victims do not spread the poison further.

Focusing the spell has the following outcomes:

  • one round - the poison spreads in a cone 15m long and 9m wide, and can spread to one additional target
  • two rounds - the poison spreads in a cone 30m long and 18m wide, and can spread to up to three additional targets
  • three rounds - the poison spreads in a cone 45m long and 27m wide, and can spread to up to nine additional targets

Flair: The caster throws their head back and drops to their knees, hands held over their mouth. They look forward and pull their hands away.

Captivation of Paracel

School of Serpens, Novice Tier

Type: Ritual

Cost: 400 Vigor; 1 Dahlitium Pulveris

Magnitude: 3

Description: The caster creates a sphere between their hands, channeling energy through the air around them. The caster must move no farther than 5m from where they began casting, otherwise the ritual is lost. When completed, an enormous burst of static electricity erupts from the caster's body to create a powerful magnetic field. All metallic objects are violently attracted towards the ground. This greatly impedes the ability of targets wearing or carrying metallic gear, as well as metallic projectiles shot into the field. Enemies in metal armor have their movement speed reduced to 5m per turn. Metal weapons and projectiles have their magnitude reduced by the magnitude of the spell.

This ritual requires one unit of dahlitium pulveris which hovers between their hands while casting. The ritual requires 3 rounds of uninterrupted concentration and lingers for 4 hours. The spell effects a 20 meter radius around the initial cast point.

Flair: The caster continually moves their hands around a circle in the air for the duration of the casting.

Adept

Sealing Rings

School of Serpens, Adept Tier

Type: Intrinsic

Cost: --/250/600/1,600/5,000 Vigor

Magnitude: 2

Description: As the caster's hands circle near the ground, dark red energy rises into their hands, forming a large, split ring. This ring can be carried up to five rounds before being thrown. When a living target is touched by any part of the open ring's surface, the target is thrown backwards 10m. If the target strikes an object which the ring can wrap around, they are immediately latched onto the object. Otherwise, the ring simply constricts tightly around the target.

At base level, one ring is created which can be thrown up to 20m, knocks the target back up to 10m, and holds tight for up to two rounds. When cast at higher magnitudes, additional rings can be thrown within 5 rounds of the initial casting, up to two per round:

  • Skilled - 2 rings
  • Master - 4 rings
  • Grandmaster - 10 rings.

Flair: The caster makes a circular motion in the air with both hands, parallel to the ground. One hand swirls from above, the other from below and in opposite directions.

Coil

School of Serpens, Adept Tier

Type: Intrinsic

Cost: --/250/600/1,600/5,000 Vigor

Magnitude: 2

Description: One of the fastest Serpens spells to cast, the caster conjures the symbol of a snake which can be imprinted onto any flat surface within 20m of the caster. This glyph remains for the next 3 hours. The first enemy target to enter a 5m range of the spell will immediately trigger the trap. A small spectral snake lashes out, seeking to sink its fangs into any exposed area. The poison targets the individual's neurological system, wracking them with fierce hallucinations. The target continuously takes Psychic damage for the next five rounds. In addition, the target is Poisoned until cured.

At base level, one trap glyph is created. When cast at higher magnitudes, additional glyphs are created; psychic damage does not stack but if struck more than once, the poison's duration is reset:

  • Skilled - 2 glyphs
  • Master - 4 glyphs
  • Grandmaster - 10 glyphs.

Flair: The caster's finger forms a circle in the air, then the caster snaps their arm like a whip, pointing at the target for their spell.

Atlas

School of Serpens, Adept Tier

Type: Focus

Cost: 500 Vigor per round

Magnitude: 4

Description: The user swipes down with one hand while pointing at the target. The air around the target shimmers briefly before an immense weight falls upon them. The spell may be fought against by those with immense strength or ability, but their movement speed becomes extremely sluggish and melee physical attacks are more difficult to perform. For the following two rounds, affected targets cannot move more than 5m per round. While bound, the target's melee attacks are greatly slowed, and their magnitude is reduced by the magnitude of the spell.

Focusing the spell has the following outcomes:

  • one round - weight falls on a target within 15m of the caster
  • two rounds - weight falls on a 10m radius up to 30m from the caster
  • three rounds - weight falls on a 30m radius up to 60m from the caster.

Flair: The caster snaps their fingers once, and traces a small triangle in the air, before snapping their fingers once more and pointing at the target area.

Delirium

School of Serpens, Adept Tier

Type: Focus

Cost: 500 Vigor per round

Magnitude: 4

Description: Upon casting the spell, an astral glyph appears at the tip of the caster's pointer-finger. The attack shoots out like a bullet in a straight line, passing through inorganic objects before striking the first living target in its path. The target is branded by the cursed mark. The effectiveness of healing abilities are reduced in magnitude by the strength of the mark, and the seal weakens for each ability prevented before fading. If the target is actively being healed, the abilities are nullified in decreasing order of magnitude.

Focusing the spell has the following outcomes:

  • one round - a single target within 30m is affected
  • two rounds - a 5m radius surrounding a target within 45m is affected
  • three rounds - a 10m radius surrounding a target within 60m is affected.

Flair: The caster's fingers lock together in a double-handed fist before releasing and putting hands together again with index fingers pointing toward the target.

Durance of Ovid

School of Serpens, Adept Tier

Type: Ritual

Cost: 1,000 Vigor; 1 Bigatium Pulveris

Magnitude: 6

Description: The caster begins to focus on the ritual, thin strings of energy form between their fingertips. After traveling at least 40m during the casting, a large sticky web appears, tethered between the four points. Upon completion of the ritual, dozens of strings of grasping spider's silk erupt from the web, wrapping up all enemy targets within 15m of the web, pulling them within. Upon being captured, dozens of conjured spiders appear on the net, injecting poison directly into all webbed up targets. Each target is Poisoned until cured.

This ritual requires one unit of bigatium pulveris. This ritual requires 4 rounds of uninterrupted focus to complete, each round moving at least 10m. Captured targets are held for up to 4 rounds. Durance of Ovid lasts up to 8 hours.

Flair: The caster continually presses their fingers together and pulls them wide apart while casting the ritual.

Skilled

Diamond Dust

School of Serpens, Skilled Tier

Type: Intrinsic

Cost: --/--/600/1,600/5,000 Vigor

Magnitude: 3

Description: When the caster snaps their fingers and taps their heel loudly against the ground, a small, crystalline explosion of ice appears at the cast point, before expanding to fill the spherical radius. All individuals and mundane objects in the radius have their forward momentum completely stopped and they are immediately frozen in place for the duration of the binding. The flash-freeze causes (frost) burn damage.

At base level, the caster summons ice up to 30m away, which spreads up to a 10m radius. When cast at higher magnitudes, the ranges increase:

  • Master - 45m, 20m radius
  • Grandmaster - 60m, 30m radius.

Flair: The caster claps one heel to the ground and simultaneously snaps a finger in the direction of the target area.

Widow Kiss

School of Serpens, Skilled Tier

Type: Intrinsic

Cost: --/--/600/1,600/5,000 Vigor

Magnitude: 3

Description: A devilish poison fills the caster's palm, dripping down the extended pinky; one physical object or projectile can be coated with the oily, vibrant pink substance. The first target, other than the caster, who comes in contact with the poison or coated object is subjected to the poison's effects. Victims are engulfed with paranoia, preventing them from distinguishing friend from foe for the duration. In addition, the target is Poisoned until cured.

At base level, the spell creates one dose of poison, which lasts up to three rounds; the poison retains its potency up to 24 hours after casting. When cast at higher magnitudes, additional doses are created:

  • Master - three doses of poison
  • Grandmaster - six doses of poison.

Flair: The caster curls middle and ring finger to the thumb with one hand, cupping their other palm and pointing their extended pinky into it.

Thunderous Purring

School of Serpens, Skilled Tier

Type: Focus

Cost: 1,200 Vigor per round

Magnitude: 6

Description: The caster snaps before pointing directly into the sky. A large stormcloud brews overhead, before striking the ground around the target with lightning dozens of times. Each strike conjures a cat made of pure electrical energy. These creatures patrol around the caster for the following 3 rounds, surrounded by a continuous hum of electricity, like purring. Any target that enters their range are immediately pounced on by these creatures, as they stun them with massive electrical force. Stunned targets cannot attack on the following turn or move more than 5m.

Focusing the spell has the following outcomes:

  • one round - the cats prowl within a 15m radius of the caster
  • two rounds - the caster indicates a target within 30m to be protected
  • three rounds - the caster indicates a target within 60m to be attacked. The cats move up to 40m per round, up to 3 rounds, to try to catch the target.

Flair: The caster spins, tapping their feet in a dance before snapping fingers and pointing up at the sky.

Pestilence

School of Serpens, Skilled Tier

Type: Focus

Cost: 1,200 Vigor per round

Magnitude: 6

Description: The area targeted by the caster rapidly decays, as deep, bog-like pool of poison forms. The vicious liquid takes a sickly dark-green color. The tar-like liquid is difficult to wade through, reducing the speed of those caught in the muck to 10m per round. Targets caught in the bog are considered Poisoned until cured. If moving at half normal speed through the area, it's possible to avoid the poisonous pools.

Focusing the spell has the following outcomes:

  • one round - a bog is formed in an area up to 20m radius
  • two rounds - a bog is formed and shaped at the whim of the caster, up to 60m radius
  • three rounds - a large bog takes shape as far as the eye can see; victims poisoned by the bog have trouble speaking, weakening verbal spellcasting.

Flair: The caster bends down and places both hands against the ground, scraping it with their nails before straightening up again.

Languor of Laekan

School of Serpens, Skilled Tier

Type: Ritual

Cost: 2,400 Vigor; 1 Auritium Pulveris

Magnitude: 9

Description: The caster plays a pinch of pulveris into the air in front of them. The pulveris compresses into a cube shape and a thin gold clock appears with engraved numerals. By grabbing the center of the cube in the palm of their hand, the caster rotates cube counter-clockwise, rewinding the hands. The caster must complete three full rotations to initiate the spell; each round, one rotation can be completed if uninterrupted. Upon completion of the ritual, a wave of red energy erupts from the source point. The movement speed of all enemies within the range of the spell are slowed. While within the zone, all focus spells must be charged for one additional turn before their effects take hold and ritual cast times take 50% longer (rounded up). The damage of physical melee attacks is reduced by the magnitude of the spell.

This ritual requires one unit of auritium pulveris. This ritual requires 3 rounds of uninterrupted focus to complete. All targets within a 50m radius are slowed, moving at half normal speed; special movement abilities cost twice as much vigor. The Languor of Laekan lasts for up to 4 hours.

Flair: The caster extends a hand into the air. Sweeping it forward until it's fully extended before them, the caster then kneels and touches their splayed palm to the ground for a brief moment. The clouds begin to gather upon the caster touching the ground, and upon removing it, the rain begins.

Master

Prison of Light

School of Serpens, Master Tier

Type: Intrinsic

Cost: --/--/--/1,600/5,000 Vigor

Magnitude: 4

Description: Perhaps the most intimidating Serpens spell in use, the Prison of Light is also one of the hardest to put to use. A large red spear is conjured before the caster, which they must then aim and fire at an intended target. If a target is pierced by the spear, in addition to receiving a flesh wound, numerous other spears surround the target, locking around their midsection and rooting them in place. A dark red chain connects the initial spear to the caster's hand. Upon striking the target, the caster may choose to reel the impaled target into melee range of themselves.

At base level, the spell reaches up to 50m. At higher magnitude, the spell's range doubles to 100m.

Flair: The caster extends their arms so they are pointed in opposite directions, starting with the left and right. The user claps both hands together, holding them together for five seconds before slowly separating them again. A spear of red light forming between the caster's palms.

White Crawl

School of Serpens, Master Tier

Type: Intrinsic

Cost: --/--/--/1,600/5,000 Vigor

Magnitude: 4

Description: The caster moves their pointer finger in a metronome fashion, and all those around them are immediately entranced. Upon completion, dozens of ethereal cherry blossoms fall from the sky before vaporizing on contact with the ground. Completely silent in execution, the spell puts targets into a dreamless sleep. If cast in front of a mirror, it can even be an effective self-treatment for insomnia.

At base level, the spell puts targets within a 30m radius to sleep for up to 5 minutes. At higher magnitude, the spell puts targets to sleep for up to 30 minutes. Any injury or harmful effects will end the effect immediately.

Flair: The caster snaps their heels together and then lifts one finger straight up, clicking it side to side like a metronome.

Liquid Apocrypha

School of Serpens, Master Tier

Type: Focus

Cost: 3,200 Vigor per round

Magnitude: 8

Description: This tricky concoction is often seen as the culmination of the apothecaries of old. A powerful mix between truth serum and poison, Liquid Apocrypha has often been the favorite of those who wish to interrogate their targets and then dispose of them. Upon casting the spell, a golden liquid fills the caster's cupped palms. The poison retains its potency for up to 24 hours. Besides the caster, the first individual to come in contact with the poison suffers its effects for up to 30 minutes. When mixed into other liquids, the poison mixes to match the original liquid flavor and color, sans a single gold bubble. For the duration of the poisoning, the victim suffers psychic damage; each round they take psychic damage, the victim is compelled to answer one question truthfully. In addition, the target is Poisoned until cured.

Focusing the spell has the following outcomes:

  • one round - the spell creates one dose of poison
  • two rounds - the spell creates three doses of poison
  • three rounds - the spell creates six doses of poison.

Flair: The caster extends both hands, palms down, turning both to press the palms together, moving them together in a circle five times. The caster then cups their hands with palms upward to complete the spell.

Conjunctivitis

School of Serpens, Master Tier

Type: Focus

Cost: 3,200 Vigor per round

Magnitude: 8

Description: The caster returns to the basics for this potent spell, producing a powerful liquid from their wrist area to launch at an opponent up to 15m away. The poison is terrifying, for its potency is not lost regardless of where it strikes. Causing severe tissue necrosis, the process isn't as damaging as it is painful, leaving the victim in agony for the following four rounds at even the slightest application. The victim inflicts this status on contact with another target before the spell ends, new victims also suffering four rounds of agony. In addition, the target is Poisoned until cured.

Focusing the spell has the following outcomes:

  • one round - up to two additional targets can be poisoned with contact
  • two rounds - up to six additional targets can be poisoned with contact
  • three rounds - an unlimited number of targets can be poisoned with contact

Flair: The caster's hand passes diagonally across the chest twice before coiling backward and thrusting straight forward, palm cupped, with the poison released from the wrist area.

Euphoria of Juno

School of Serpens, Master Tier

Type: Ritual

Cost: 6,400 Vigor; 1 Vitatium Pulveris

Magnitude: 12

Description: A controversial spell if ever there were one, this shady casting is often accompanied by a bound target and an intent to pry information from its victims. The Euphoria of Juno ritual, also known as Crash Spike, produces only a single dose of the potent poison, which drips from the caster's closed fist, as though squeezed from their hand. The poison, unlike many of its brethren, must be ingested to take full effect. Upon ingestion, the 'victim' experiences an intense euphoria, pleasure that seems to trigger on every nerve. The victim loses all sense of time, slave to the pleasurable sensations for up to 1 hour; a strong injury can break them free early, preventing the secondary effect. If an entire hour passes, when the euphoria fades, withdrawal is immediate and vicious; all senses are extremely painful, reducing the effectiveness of the victim's actions by the magnitude of this ritual. Any injuries to the victim during withdrawal add additional Psychic damage, as well. Finally, the target is considered Poisoned until cured.

This ritual requires one unit of vitatium pulveris, which is squeezed tightly in one hand. This ritual requires 8 hours of uninterrupted focus to complete. The Euphoria of Juno lasts up to 1 hour; Juno's Dolor follows, lasting up to 4 hours. The victim is left with a longing for the euphoria long afterward, but each time they enjoy its effects, the withdrawal period doubles.

Flair: Placing one closed fist atop another, the caster grinds the hand placed on top against the other, forcing the poison out slowly. As the poison is concocted, the caster slowly flattens the top hand against the bottom.

Grandmaster

Corpse Skin

School of Serpens, Grandmaster Tier

Type: Intrinsic

Cost: --/--/--/--/5,000 Vigor

Magnitude: 5

Description: Scorching desert wind rushes from the caster's hands in a wide cone. Those caught in the winds will feel their skin turn dry and brittle. Flames and burning effects are increased in magnitude by five for all affected targets. Corpse Skin lasts for up to four rounds.

Flair: Both arms spread out wide before sweeping down and ahead, thumb and index fingers of both hands coming together in a triangle with the rest of the fingers extended.

Strangle

School of Serpens, Grandmaster Tier

Type: Intrinsic

Cost: --/--/--/--/5,000 Vigor

Magnitude: 5

Description: When the caster pulls their hand downward, a glowing green serpent is revealed coiled around the user's wrist. The spell is delivered by touch: the instant the caster touches an enemy target, the serpent transfers to the target and constricts around the victim's throat. Immediately, this prevents speech and verbal spellcasting, progressing to strangling the victim. The spell lasts up to 5 minutes, long enough to cause unconsciousness or death for most individuals; demvir are unaffected by an inability to breathe, and velen gills can still breathe while underwater.

Flair: One arm is held directly upward, bent at the elbow with thumb touching middle and pinky fingers, index and ring curled like fangs. The caster holds their other palm in front of the arm and then sweeps downward.

Event Horizon

School of Serpens, Grandmaster Tier

Type: Focus

Cost: 10,000 Vigor per round

Magnitude: 10

Description: The caster creates a gravity sink that immediately begins to suck in everything in range; unresisting targets are pulled in immediately, while resisting targets are pulled in at half their normal speed. The gravity sink lasts for up to five rounds.

Focusing the spell has the following outcomes:

  • one round - a 20m radius gravity sink is created up to 40m away
  • two rounds - a 50m radius gravity sink is created up to 100m away
  • three rounds - a 100m radius gravity sink is created up to 20m away

Flair: Setting sights upon a target in front of them, the caster places their hands over that point in their vision and pulls apart, as if pulling reality itself open. Quickly, the caster then cups their palms and pushes them close again until fingertips touch.

Miasma

School of Serpens, Grandmaster Tier

Type: Focus

Cost: 10,000 Vigor per round

Magnitude: 10

Description: There are fearful legends about Miasma but few if any alive have ever seen its deadly work. The spell embodies rot and impurity. When cast, a cloud of glistening black leaves the caster's lungs, as obscuring as the spell Fog. All those within the cloud are subjected to its effects, for it knows not friend from foe. On contact, it begins to corrode gear; each round, armor takes damage as if it was attacked. Contact with living tissue or machina chassis starts to corrode away; each round, living bodies receive one small flesh wound, and every third round, wounds grow larger -- from small to medium, or medium to large. In addition to its own deadly effects, victims that spend at least one turn within the Miasma are then Poisoned until cured. If any living thing should die within the miasma, it immediately raises as the undead, attacking the closest living being, regardless of who it is. Miasma remains in place indefinitely, unless cleansed by powerful magic.

Focusing the spell has the following outcomes:

  • one round - Miasma fills a 40m radius area
  • two rounds - Miasma fills an 80m radius area
  • three rounds - Miasma fills a 160m radius area

Flair: Hands go over the caster's lungs, slowly clenching into fists. In a sudden motion, the caster rips both hands away as though pulling their chest open, and leans forward to exhale.

Repose of Jincan

School of Serpens, Grandmaster Tier

Type: Ritual

Cost: 20,000 Vigor; 1 Caelitium Pulveris

Magnitude: 15

Description: The Repose of Jincan requires much in preparation but promises a poison which will not fail to kill any mortal victim. To perform the ritual, a caster will require the following: a clay pot; a poisonous toad and centipede; a venomous viper, scorpion, and spider; caelitium pulveris. The clay pot must be kept in absolute darkness for at least eight hours before the caster adds the five toxic creatures into it, sprinkling pulveris over them before sealing the pot. Still in darkness, the caster continually makes the sign of a snake over the pot, imbuing it with magic for eight more hours. At the end of eight hours, the caster may open the clay pot: the last surviving creature, having absorbed the poisons of the rest, is drained of the combined toxin, enough for a single dose. The creature must be kept alive to ensure the toxin remains viable. The toxin is said to have no taste and be incredibly slow-acting; after ingesting, the victim has only ten days to live.

This ritual requires one unit of caelitium pulveris, added to a clay pot held in darkness with five toxic creatures. This ritual requires 8 hours of uninterrupted focus to complete. The Repose of Jincan produces one dose of fatal poison, and another cannot be created until the first has run its course. The victim is given little warning of their impending fate, save a continually elevating fever; at the end of 10 days, the victim will die, entering their final repose. The only way to prevent death is to kill the surviving creature before 10 days pass.

Flair: The caster makes the sign of a snake repeatedly for up to 8 hours.

Glower of Serpens

School of Serpens, Grandmaster Tier

Type: Special Ritual

Cost: 25,000 Vigor; 1 Caelitium Pulveris

Magnitude: 15

Description: The caster may channel the authority of Serpens. The caster drapes one arm over their eyes, and sinks to one knee. Then the caster pulls his arm away, the exposed eyes shining with a bright green light.

All who look into the light, friend or foe, are ensnared by shadowy serpents, extending from the caster's other hand into the ground. Captured targets are then covered entirely in writhing snakes, completely petrified, unable to move or speak except at the whim of the caster. Attacks will not pass through the snakes, and the spell will last up to 8 hours. If the caster releases the spell, or is killed, all captured targets are released at the same time.

This ritual requires one unit of caelitium pulveris. This ritual takes 2 rounds of uninterrupted concentration to complete; the pulveris is spread across the ground as the caster takes a knee.

Flair: The caster drapes one arm over their eyes, and sinks to one knee. Pulling their other arm across their hips and lowering their head, the caster pulls both hands away: first the one at their abdomen, then the one across their eyes. The spell is cast upon their eyes being exposed and aimed in the desired direction.


Aquila Spells (Support and Protection)

Novice

Aviate

School of Aquila, Novice Tier

Type: Intrinsic

Cost: 100/250/600/1,600/5,000 Vigor

Magnitude: 1

Description: Users begin to hover a few centimeters off the ground for five minutes, making for easier footing and allowing them to cross surfaces which would normally not hold their weight. Once per round, the caster may also 'step' off of the air after jumping, for additional height or maneuverability.

At base level, Aviate affects a single target within 10m. When cast at higher magnitudes, the spell allows additional targets:

  • Adept - 3 targets within 10m, up to 2 jumps per round
  • Skilled - 5 targets within 10m, up to 3 jumps per round
  • Master - 8 targets within 10m, up to 4 jumps per round
  • Grandmaster - unlimited targets within 10m, up to 5 jumps per round.

Verse:

"Glide along,
wind carries me hence,
uncaring."

Deflector

School of Aquila, Novice Tier

Type: Intrinsic

Cost: 100/250/600/1,600/5,000 Vigor

Magnitude: 1

Description: A thin round shield is created in front of the caster, lasting one round. The barrier reduces the damage of oncoming attacks by the amount of its own magnitude, and dissipates or breaks if this magnitude is exceeded.

At base level, Deflector's base magnitude (before adjusting for caster proficiency and catalyst) is one. When cast at higher magnitudes, the base magnitude increases:

  • Adept - 2 magnitude
  • Skilled - 3 magnitude
  • Master - 4 magnitude
  • Grandmaster - 5 magnitude.

Verse:

"Harm me not,
and be cast aside,
forgotten."

Hunter Eye

School of Aquila, Novice Tier

Type: Focus

Cost: 200 Vigor per round

Magnitude: 2

Description: Magic takes hold of the target's eyes, granting the eyes of a hunter and allowing the user to see in different spectrums for up to 15 minutes.

The spell can affect a single target within 5m and allows the user to transform their visual spectrum to one described below. Transitioning to or from a spectrum takes 1 round.

Focusing the spell has the following outcomes:

  • one round - low-light/night vision
  • two rounds - infrared/heat vision
  • three rounds - visae flow/magic vision.

Verse:

"A heavy pall yields to the warmth of light,
Amid piercing chill a strong heat burns bright,
The moral world fades to bare mystic rite."

Shell

School of Aquila, Novice Tier

Type: Focus

Cost: 200 Vigor per round

Magnitude: 2

Description: This spell forms a translucent spherical barrier with a 10m radius around the caster, which blocks movement and attacks in both directions. Though simple, the spell is abnormally receptive to amplification.

Focusing the spell has the following outcomes:

  • one round - 2 magnitude
  • two rounds - 6 magnitude
  • three rounds - 18 magnitude.

Verse:

"By the might of old an iron curtain fell,
With words of ancient wisdom to guide the spell,
The furor of new enemies forced to quell."

Essence of Naught

School of Aquila, Novice Tier

Type: Ritual

Cost: 400 Vigor; 1 Dahlitium Pulveris

Magnitude: 3

Description: Something of an unusual ritual, the caster of Essence of Naught places a transient enchantment upon their person which specifically runs counter to other forms of magic. Upon touching a magical construct or a target imbued with magical enhancements, the magical effects are either temporarily suppressed for one round (if their magnitude exceeds the ritual) or dispelled outright; the same target effects cannot be suppressed twice. Dahlitium used in the casting is held to the chest until the verses complete.

This ritual requires one unit of dahlitium pulveris. This ritual takes 15 minutes of uninterrupted concentration to complete; the pulveris forms an empty circle on the caster's chest, to symbolize nothing, which glows brightly. The essence remains for five minutes.

Verse:

"Behold mine blade, see how it sings. Now rejoice, and see it forged from nothing."

Adept

Iron Bastion

School of Aquila, Adept Tier

Type: Intrinsic

Cost: --/250/600/1,600/5,000 Vigor

Magnitude: 2

Description: The caster creates a rectangular barrier of iron, 10cm x 2m x 1m. The iron is tangible, physical material, able to serve as a temporary barrier or be used to build a fortification.

At base level, Iron Bastion creates a single slab within 5m of the caster; one edge must be touching a solid surface. When cast at higher magnitudes, the spell creates additional slabs, separate or interlocked:

  • Skilled - 3 slabs
  • Master - 6 slabs
  • Grandmaster - 12 slabs.

Verse:

"A fortress,
lonely and watchful,
break on it."

Breath of Life

School of Aquila, Adept Tier

Type: Intrinsic

Cost: --/250/600/1,600/5,000 Vigor

Magnitude: 2

Description: Breath of Life allows users to breathe in locations with limited or no oxygen, including underwater. Because it is a necessary safety precaution for surface dwellers visiting the underwater empire, there are life-guards specialized in casting the spell, often without any aptitude in Aquila otherwise.

At base level, Breath of Life affects one target within 10m and lasts for 8 hours. When cast at higher magnitudes, the spell affects additional targets:

  • Skilled - 3 targets
  • Master - 5 targets
  • Grandmaster - unlimited targets in range.

Verse:

"Cold waters,
as warm breath within,
sustaining."

Telekinesis

School of Aquila, Adept Tier

Type: Focus

Cost: 500 Vigor per round

Magnitude: 4

Description: Telekinesis enables the user to lift or manipulate items within 25m using their mind, limited to items smaller than the caster which are not held or secured. The effect lasts for up to 5 minutes after casting.

Focusing the spell has the following outcomes:

  • one round - may perform one utility function per round
  • two rounds - may perform one combat action per round
  • three rounds - can lift objects up to twice the size of the caster.

Verse:

"Hands of the gods bridge the gap between domains,
Reveling in the escape from distance's chains,
Imparting to mortals the strength of those gains."

Breaking Palm

School of Aquila, Adept Tier

Type: Focus

Cost: 500 Vigor per round

Magnitude: 4

Description: The caster's hand begins to gather energy which courses down the length of the user's arm to empower strikes and dampen any repercussions from rebounding. While Breaking Palm is in effect, the user's melee attacks may deal additional fracture damage; inanimate objects are many times easier to break; the effects last for up to 3 rounds after the spell is completed, regardless of how many rounds it has been focused.

Focusing the spell has the following outcomes:

  • one round - melee attacks are enhanced as described above
  • two rounds - melee attacks are twice as effective against barriers
  • three rounds - melee attacks stun targets, preventing techs or spells from being cast that round.

Verse:

"Forbidden hand, soulful energy heightens,
Possessed of power that easily frightens,
Halt no more, strike with the might of the titans."

Essence of Mundus

School of Aquila, Adept Tier

Type: Ritual

Cost: 1,000 Vigor; 1 Bigatium Pulveris

Magnitude: 6

Description: The Essence of Mundus ritual seeks to capture and imbue the essence of a beast into the caster, transforming them into the creature temporarily. A caster must draw the sign of the creature on the ground in bigatium pulveris. It must be a creature the caster has encountered personally, and may not be a Vistra, Familiar, or Daemon. The caster's gear becomes part of the transformation.

This ritual requires one unit of bigatium pulveris. This ritual takes 15 minutes of uninterrupted concentration to complete; the pulveris is used to draw a symbol for the creature on the ground. The caster may stay in an animal form up to 8 hours, or may revert back over the course of a turn.

Verse:

"Dreams pass into the reality of action. From the actions stems the dream again; from the unconscious, brought into connection with action. A process of becoming, a combination of states; catch up, live for a moment in unison with it."

Skilled

Eagle Eye

School of Aquila, Skilled Tier

Type: Intrinsic

Cost: --/--/600/1,600/5,000 Vigor

Magnitude: 3

Description: Magic takes hold of the target's eyes, heightening visual clarity and power of perception for up to 15 minutes.

At base level, the spell can affect a single target within 5m; the user can focus in on any target in sight as though they were viewing from 2m away. Transitioning to or from focused vision takes 1 round. When cast at higher magnitudes, the spell allows additional benefits:

  • Master - the effective range of spells, firearms, and projectile weapons is doubled
  • Grandmaster - the user can see silhouettes through physical obstructions.

Verse:

"Raptor's glare,
strip away distance,
pinpointed."

Shroud of Wind

School of Aquila, Skilled Tier

Type: Intrinsic

Cost: --/--/600/1,600/5,000 Vigor

Magnitude: 3

Description: A shroud of wind falls upon the user, lifting and supporting the user's weight as well as slowing falls to avoid harm. Once per round, the user can create a burst of wind to move up to 15m in any direction, including into the air.

At base level, Shroud of Wind affects a single target within 10m for up to three rounds. When cast at higher magnitudes, the spell allows additional targets:

  • Master - 3 targets within 10m
  • Grandmaster - 5 targets within 10m.

Verse:

"Blow away,
twist in the wind,
disengage."

Vagrant Armor

School of Aquila, Skilled Tier

Type: Focus

Cost: 1,200 Vigor per round

Magnitude: 6

Description: Three Vagrants wandered Araevis, walking among the people, delighting in and sharing the gifts of Aquila while also clearing safe paths for others to follow. A caster may don armor inspired by the exploits and valor of the vagrants turned Saints. The caster or a target within 5m is clad in magical armor for up to 1 hour; it does not stack with any other armor or armor-like effect.

Focusing the spell has the following outcomes:

  • one round - the user is clad in the white cloth Armor of Manchu, light armor which will reflect a single spell targeting the user (not area-of-effect), regardless of magnitude
  • two rounds - the user is clad in the black leather Armor of Zeran, medium armor with no movement penalty that silences the user's movements
  • three rounds - the user is clad in the blue robed Armor of Agatha, medium armor which retaliates against the first enemy to strike the user each round, dealing a 2 magnitude frost attack.

Verse:

"The first vagrant used wit and bitter words did reflect,
The second vagrant used guile such that none could detect,
The last vagrant abandoned peace for her life to protect."

Warmth

School of Aquila, Skilled Tier

Type: Focus

Cost: 1,200 Vigor per round

Magnitude: 6

Description: The user is enveloped with warmth, protecting against natural elements and halving magical effectiveness. The caster or a target within 5m is enveloped in a protective aura for up to 1 hour; it does not stack with any other aura.

Focusing the spell has the following outcomes:

  • one round - the user is protected against cold and immune to additional frost-burn effects
  • two rounds - the user is protected against heat and immune to additional burn effects from flames
  • three rounds - the user is protected against lightning and immune to additional burn effects from lightning.

Verse:

"Banish the frostfall and invigorate the circulation,
Where sweat beads upon the brow let fever know abjuration,
Thunder rolls the sky but deny the bolt its fulmination."

Essence of Celerity

School of Aquila, Skilled Tier

Type: Ritual

Cost: 2,400 Vigor; 1 Auritium Pulveris

Magnitude: 9

Description: The Essence of Celerity ritual begins by gathering a physical token of the intended target (a hair, a feather, a scale, a bolt) and holding it in both palms with the auritium pulveris. While reciting the verse, the token is infused with the power from the auritium. The nature of this power is shaped to enhance speed, coordination, and reflexes to hasten the user's actions: the user may move twice as far or perform an additional physical action, such as an attack, per round. In addition, penalties for taking dual actions are reduced by 1 magnitude.

This ritual requires one unit of auritium pulveris. This ritual takes 15 minutes of uninterrupted concentration to complete; the pulveris is absorbed into the token of the recipient. The hastened effect remains for up to 5 minutes. When the ritual effect fades, the user will be overwhelmed with exhaustion, moving at half normal speed and able to perform only one physical action per round, for 10 minutes.

Verse:

"God of the storm, king of the disaster, charmer of the lightning's power! Unify my strength and sharpen my control to strike the enemy. Allow me to transcend my limitations and grant but a taste of divinity."

Master

Valor

School of Aquila, Master Tier

Type: Intrinsic

Cost: --/--/--/1,600/5,000 Vigor

Magnitude: 4

Description: Strength flows through the user, imbuing Aquila's strength into their force of arms.

At base level, Valor affects the caster or a target within 5m, enhancing the next melee attack or spell by 4 magnitude. When cast at higher magnitude, the spell enhances the next three melee attacks or spells.

Verse:

"Be strengthened,
hearty and healthy,
unrestrained."

Cunning

School of Aquila, Master Tier

Type: Intrinsic

Cost: --/--/--/1,600/5,000 Vigor

Magnitude: 4

Description: Confidence fills the user, their mind sharpened with the alacrity of Aquila.

At base level, Cunning affects the caster or a target within 5m, enhancing the next ranged attack or spell by 4 magnitude. When cast at higher magnitude, the spell enhances the next three ranged attacks or spells.

Verse:

"Sharpened wit,
each thought a weapon,
commanding."

Mirror Shell

School of Aquila, Master Tier

Type: Focus

Cost: 3,200 Vigor per round

Magnitude: 8

Description: This spell forms a faceted and mirrored barrier with a 10m radius around the caster, which blocks movement and attacks in both directions. Attacks striking the barrier is reflected back -- swords rebound toward their wielders, ranged attacks return to their senders -- unless they exceeds the barrier's current magnitude. Each reflection reduces the effective magnitude by the magnitude of the attack.

Focusing the spell has the following outcomes:

  • one round - 6 magnitude
  • two rounds - 12 magnitude
  • three rounds - 24 magnitude.

Verse:

"Stand within glittering glass halls so bright, Made glass and crystal the shimmering told.
Gathering around me is the shining light, That grants me strength to be proud and bold.
The gods' steadfast protection, sealed from harm. Chime of purity, mirror death's bell tolled."

Body of Stone

School of Aquila, Master Tier

Type: Focus

Cost: 3,200 Vigor per round

Magnitude: 8

Description: A Titan's fortitude infuses the user's body, allowing them to stand against opposition. The spell must be cast on solid footing. The caster or a target within 5m is infused with Titan fortitude for five rounds; the effects of this spell may stack with other armor abilities.

Focusing the spell has the following outcomes:

  • one round - the user's body becomes heavy as stone, unable to be forcibly moved while both feet touch a solid surface
  • two rounds - the user's body becomes hard as iron, reducing magnitude of all attacks received by two
  • three rounds - the user's body becomes hard as auritium, reducing magnitude of all attacks received by three.

Verse:

"Titans curse the chosen to carry their great burden,
Chosen conquer their fate to prevail time and again.
The nature of fate itself stands far from mortal ken."

Essence of Vallo

School of Aquila, Master Tier

Type: Ritual

Cost: 6,400 Vigor; 1 Vitatium Pulveris

Magnitude: 12

Description: The Essence of Vallo ritual, also known as the Fort of Vallo, binds the planar energies of Natum into an imposing fortification upon the mortal plane. The caster must map out the outer walls and ramparts by carving or marking a line in the ground; the walls must fit within a 100m x 100m x 100m cube. Symbols of Aquila drawn in vitatium pulveris must be spaced at regular intervals around the perimeter. When the ritual is complete, a defensive fort of stone and earth will take shape according to the caster's will, with all outer walls magically fortified and valued at 36 magnitude in defense.

This ritual requires one unit of vitatium pulveris. This ritual takes 1 hour of uninterrupted concentration to complete; the pulveris is used to draw symbols of Aquila around the perimeter. It is possible to perform the ritual upon an existing fortification that fits within the spell's dimensions, as well. The Fort of Vallo's magical protection lasts for up to 24 hours; afterward the fort itself will fade to mist or, per the whim of the caster, may remain as a simple fortification of stone.

Verse:

"Brethren in arms, never contemplating retreat. Blue Bolt, White Bolt, Black Bolt, Red Bolt. Sinking together into the sea to redeem themselves. Gate of the Dragon's Tail. Gate of the Tiger's Bite. Gate of the Turtle's Armor. Gate of the Phoenix Wings."

Grandmaster

Rejection Void

School of Aquila, Grandmaster Tier

Type: Intrinsic

Cost: --/--/--/--/5,000 Vigor

Magnitude: 5

Description: A swirling plane of violet force appears in front of the caster, up to 30m x 30m. Attacks of lesser magnitude which strike the plane are drained of energy and fall inert.

Verse:

"World of yore,
return there to peace,
ever more."

Stretch Time

School of Aquila, Grandmaster Tier

Type: Intrinsic

Cost: --/--/--/--/5,000 Vigor

Magnitude: 5

Description: With this spell, the limits of short-lived spells can be stretched in order to last longer without sacrificing strength. This spell may target any other spell currently in effect with a remaining duration greater than one round but less than one minute: the spell's remaining duration is doubled.

Verse:

"One second,
yet many moments,
all as one."

Army Force

School of Aquila, Grandmaster Tier

Type: Focus

Cost: 10,000 Vigor per round

Magnitude: 10

Description: The caster's next melee attack is massively amplified in damage. Imbued with the divine strength of Aquila, the user's strikes are increased in magnitude by 10 tiers and will erupt outwards in a 10 meter cone behind the target. A glowing image of an eagle-like being silhouettes the caster, moving together with the caster.

Focusing the spell has the following outcomes:

  • one round - a single strike is amplified
  • two rounds - up to three total strikes are amplified
  • three rounds - up to five total strikes are amplified.

Verse:

"Shatter the tower with its forbidding shield,
Lo, the greatest sword to break through I shall wield,
The King's army, eighty bold forbid to yield."

Guardian Forest

School of Aquila, Grandmaster Tier

Type: Focus

Cost: 10,000 Vigor per round

Magnitude: 10

Description: Guardian Forest is a spell which embraces the power of creation, allowing the caster to spread their lifeforce into the environment around them and create new life. When casting this spell, its effects spread 10m outward each round up to ten rounds.

Focusing the spell has the following outcomes:

  • one round - underbrush, including copper-colored rose briars, grows and halves the speed of all but the caster when walking through it
  • two rounds - small trees, including silver cherry blossoms, sprout and grow, reducing effective range for attacks
  • three rounds - towering trees, including golden ash, sprout and grow into a thick shield.

Verse:

"Dig, spread, sow, till your sanctified soil. Copper rose briars draw blood from the chagrined,
Seed, sprout, grow, spread your majestic crown. Silver cherry blossoms frozen on the wind,
Fall, spin, blow, soar your crisp autumn wind. Golden mountain ash stand firm where others thinned."

Essence of Salvos

School of Aquila, Grandmaster Tier

Type: Ritual

Cost: 20,000 Vigor; 1 Caelitium Pulveris

Magnitude: 15

Description: When this ritual is begun, a pillar around the caster brightens. The caelitium pulveris is held close to the chest with arms crossed before being thrown in two arcs, like wings. The pulveris is swept up in the magic flowing from the caster and spreads outward, revealing the true form of the Essence of Salvos: a great eagle of white light which protectively encircles an area with its wings, creating a great bulwark against all attack.

This ritual requires one unit of caelitium pulveris. This ritual takes 15 minutes of uninterrupted concentration to complete; the pulveris is spread outward into the form of an eagle. No attack can reach through the Bulwark's protection, not even Eclipse of Meteos, but such protection is transitory and the spell lasts only ten minutes.

Verse:

"The recluse seeks lost sanctuary, the forsaken seeks paradise, the nomad seeks his home. I seek a path where the uninvited may not follow. Let the chosen find shelter amid the growing storms."

Wings of Aquila

School of Aquila, Grandmaster Tier

Type: Special Ritual

Cost: 25,000 Vigor; 1 Caelitium Pulveris

Magnitude: 15

Description: The user may channel the grace of Aquila. Brilliant golden wings take form on the caster's back with a 30m wing-span. These wings are capable of true flight at 40m per round, or 120m per round if doing nothing but moving; the flight is strong enough to carry up to three additional targets with the caster, and durable enough to be used as defensive shields. The wings last up to 8 hours; they can withstand up to 20 magnitude worth of direct damage before breaking.

This ritual requires one unit of caelitium pulveris. This ritual takes 2 rounds of uninterrupted concentration to complete; the pulveris is held in both hands, spread out wide.

Verse:

"Five sons the fairer, for naught they wanted; Five daughters the rarer, for beauty vaunted, Two wings of gold, spun of sun's rise; Ten kin of Aquila, who took to the skies."


 

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Followers (Minions)

Basics - Training Points and Followers

Each Overseer's Calling is associated with a particular type of Follower, referred to elsewhere as Minions. An Overseer PC has a number of Training Points, or TP, equal to the sum of the tiers of proficiency in Calling skills. These are shared between Callings. For example, a character who is Skilled in Daemonium would have 6 TP (1 + 2 + 3).

Each Follower requires a minimum TP equal to its tier, and is limited to the skill tier of the Overseer. In the example given, with 6 TP, the Overseer can command two Skilled-tier Demons (3 + 3) but could not command one Grandmaster-tier Demon; although he has the required TP, he does not have the required proficiency. In the same example, with 6 TP, the Overseer can command six Novice-tier Demons (1 + 1 + 1 + 1 + 1 +1), or a mixture of one Skilled-tier, one Adept-tier, and one Novice-tier. It's up to the player to decide if quality or quantity are preferable.

Furthermore, TP can be spent on Command Miens (abilities for the Overseer that apply to all Followers) or Follower Aspects (augmentations to improve individual Followers). Those are described below.

Novice

Beast, Novice-Tier

Requires: Mansuetis, Novice-Tier

Cost: 1 TP

A non-sapient beast of any shape or size, up to roughly the size of a horse or basilisk. A vistra cannot be trained with Mansuetis. Any bestiary creature identified as 'Beast' is applicable.

Beasts can deliver melee attacks with their natural weapons, with a base magnitude of one.

Drone, Novice-Tier

Requires: Fundibuli, Novice-Tier

Cost: 1 TP

A mechanical device, from the size of a pen up to the size of a small dog. Drones are usually mobile, but must be primarily land, air, or water-based.

Drones can deliver an electric shock on touch. A one-handed weapon (melee or ranged) may also be built into the drone. The shock attack and any weapon attacks have a base magnitude of one.

Demon, Novice-Tier

Requires: Daemonium, Novice-Tier

Cost: 1 TP

A demonic being summoned from Infernalis. Demons can vary in size from a small child to a large minotaur. Any bestiary creature identified as 'Demon' which is not 'Unique' is applicable.

Summoned demons are innately capable of casting Intrinsic spells from the School of Bellator. They are bound from performing melee attacks. The demon can cast spells up to Novice-tier and has a base caster-level of one.

Familiar, Novice-Tier

Requires: Pythonis, Novice-Tier

Cost: 1 TP

A benevolent magical being originating from Natum or Divinitus. Familiars vary in size from an acorn to a humanoid angel. Any bestiary creature identified as 'Familiar' which is not 'Unique' is applicable.

Contracted familiars are innately capable of casting Intrinsic spells from the School of Castus. They typically have no prowess in melee. The familiar can cast spells up to Novice-tier and has a base caster-level of one.

Undead, Novice-Tier

Requires: Exanimum, Novice-Tier

Cost: 1 TP

A reanimated corpse, controlled by the Overseer. Undead can vary in size from a small child up to roughly the size of a horse or basilisk. Undead encountered in the world cannot be controlled and so a Necromancer must reanimate a dead body.

Undead can deliver melee attacks with their limbs and any natural weapons. A melee weapon may be placed in the hands of the undead, but they lack the necessary coordination for ranged attacks. The base magnitude of the undead's attacks is one.

Adept

Beast, Adept-Tier

Requires: Mansuetis, Adept-Tier

Cost: 2 TP

A non-sapient beast of any shape or size, up to roughly the size of a horse or basilisk. A vistra cannot be trained with Mansuetis. Any bestiary creature identified as 'Beast' is applicable.

Beasts can deliver melee attacks with their natural weapons, with a base magnitude of two.

Drone, Adept-Tier

Requires: Fundibuli, Adept-Tier

Cost: 2 TP

A mechanical device, from the size of a pen up to the size of a small dog. Drones are usually mobile, but must be primarily land, air, or water-based.

Drones can deliver an electric shock on touch. A one-handed weapon (melee or ranged) may also be built into the drone. The shock attack and any weapon attacks have a base magnitude of two.

Demon, Adept-Tier

Requires: Daemonium, Adept-Tier

Cost: 2 TP

A demonic being summoned from Infernalis. Demons can vary in size from a small child to a large minotaur. Any bestiary creature identified as 'Demon' which is not 'Unique' is applicable.

Summoned demons are innately capable of casting Intrinsic spells from the School of Bellator. They are bound from performing melee attacks. The demon can cast spells up to Adept-tier and has a base caster-level of two.

Familiar, Adept-Tier

Requires: Pythonis, Adept-Tier

Cost: 2 TP

A benevolent magical being originating from Natum or Divinitus. Familiars vary in size from an acorn to a humanoid angel. Any bestiary creature identified as 'Familiar' which is not 'Unique' is applicable.

Contracted familiars are innately capable of casting Intrinsic spells from the School of Castus. They typically have no prowess in melee. The familiar can cast spells up to Adept-tier and has a base caster-level of two.

Undead, Adept-Tier

Requires: Exanimum, Adept-Tier

Cost: 2 TP

A reanimated corpse, controlled by the Overseer. Undead can vary in size from a small child up to roughly the size of a horse or basilisk. Undead encountered in the world cannot be controlled and so a Necromancer must reanimate a dead body.

Undead can deliver melee attacks with their limbs and any natural weapons. A melee weapon may be placed in the hands of the undead, but they lack the necessary coordination for ranged attacks. The base magnitude of the undead's attacks is two.

Skilled

Beast, Skilled-Tier

Requires: Mansuetis, Skilled-Tier

Cost: 3 TP

A non-sapient beast of any shape or size, up to roughly the size of a horse or basilisk. A vistra cannot be trained with Mansuetis. Any bestiary creature identified as 'Beast' is applicable.

Beasts can deliver melee attacks with their natural weapons, with a base magnitude of three.

Drone, Skilled-Tier

Requires: Fundibuli, Skilled-Tier

Cost: 3 TP

A mechanical device, from the size of a pen up to the size of a small dog. Drones are usually mobile, but must be primarily land, air, or water-based.

Drones can deliver an electric shock on touch. A one-handed weapon (melee or ranged) may also be built into the drone. The shock attack and any weapon attacks have a base magnitude of three.

Demon, Skilled-Tier

Requires: Daemonium, Skilled-Tier

Cost: 3 TP

A demonic being summoned from Infernalis. Demons can vary in size from a small child to a large minotaur. Any bestiary creature identified as 'Demon' which is not 'Unique' is applicable.

Summoned demons are innately capable of casting Intrinsic spells from the School of Bellator. They are bound from performing melee attacks. The demon can cast spells up to Skilled-tier and has a base caster-level of three.

Familiar, Skilled-Tier

Requires: Pythonis, Skilled-Tier

Cost: 3 TP

A benevolent magical being originating from Natum or Divinitus. Familiars vary in size from an acorn to a humanoid angel. Any bestiary creature identified as 'Familiar' which is not 'Unique' is applicable.

Contracted familiars are innately capable of casting Intrinsic spells from the School of Castus. They typically have no prowess in melee. The familiar can cast spells up to Skilled-tier and has a base caster-level of three.

Undead, Skilled-Tier

Requires: Exanimum, Skilled-Tier

Cost: 3 TP

A reanimated corpse, controlled by the Overseer. Undead can vary in size from a small child up to roughly the size of a horse or basilisk. Undead encountered in the world cannot be controlled and so a Necromancer must reanimate a dead body.

Undead can deliver melee attacks with their limbs and any natural weapons. A melee weapon may be placed in the hands of the undead, but they lack the necessary coordination for ranged attacks. The base magnitude of the undead's attacks is three.

Master

Beast, Master-Tier

Requires: Mansuetis, Master-Tier

Cost: 4 TP

A non-sapient beast of any shape or size, up to roughly the size of a horse or basilisk. A vistra cannot be trained with Mansuetis. Any bestiary creature identified as 'Beast' is applicable.

Beasts can deliver melee attacks with their natural weapons, with a base magnitude of four.

Drone, Master-Tier

Requires: Fundibuli, Master-Tier

Cost: 4 TP

A mechanical device, from the size of a pen up to the size of a small dog. Drones are usually mobile, but must be primarily land, air, or water-based.

Drones can deliver an electric shock on touch. A one-handed weapon (melee or ranged) may also be built into the drone. The shock attack and any weapon attacks have a base magnitude of four.

Demon, Master-Tier

Requires: Daemonium, Master-Tier

Cost: 4 TP

A demonic being summoned from Infernalis. Demons can vary in size from a small child to a large minotaur. Any bestiary creature identified as 'Demon' which is not 'Unique' is applicable.

Summoned demons are innately capable of casting Intrinsic spells from the School of Bellator. They are bound from performing melee attacks. The demon can cast spells up to Master-tier and has a base caster-level of four.

Familiar, Master-Tier

Requires: Pythonis, Master-Tier

Cost: 4 TP

A benevolent magical being originating from Natum or Divinitus. Familiars vary in size from an acorn to a humanoid angel. Any bestiary creature identified as 'Familiar' which is not 'Unique' is applicable.

Contracted familiars are innately capable of casting Intrinsic spells from the School of Castus. They typically have no prowess in melee. The familiar can cast spells up to Master-tier and has a base caster-level of four.

Undead, Master-Tier

Requires: Exanimum, Master-Tier

Cost: 4 TP

A reanimated corpse, controlled by the Overseer. Undead can vary in size from a small child up to roughly the size of a horse or basilisk. Undead encountered in the world cannot be controlled and so a Necromancer must reanimate a dead body.

Undead can deliver melee attacks with their limbs and any natural weapons. A melee weapon may be placed in the hands of the undead, but they lack the necessary coordination for ranged attacks. The base magnitude of the undead's attacks is four.

Grandmaster

Beast, Grandmaster-Tier

Requires: Mansuetis, Grandmaster-Tier

Cost: 5 TP

A non-sapient beast of any shape or size, up to roughly the size of a horse or basilisk. A vistra cannot be trained with Mansuetis. Any bestiary creature identified as 'Beast' is applicable.

Beasts can deliver melee attacks with their natural weapons, with a base magnitude of five.

Drone, Grandmaster-Tier

Requires: Fundibuli, Grandmaster-Tier

Cost: 5 TP

A mechanical device, from the size of a pen up to the size of a small dog. Drones are usually mobile, but must be primarily land, air, or water-based.

Drones can deliver an electric shock on touch. A one-handed weapon (melee or ranged) may also be built into the drone. The shock attack and any weapon attacks have a base magnitude of five.

Demon, Grandmaster-Tier

Requires: Daemonium, Grandmaster-Tier

Cost: 5 TP

A demonic being summoned from Infernalis. Demons can vary in size from a small child to a large minotaur. Any bestiary creature identified as 'Demon' which is not 'Unique' is applicable.

Summoned demons are innately capable of casting Intrinsic spells from the School of Bellator. They are bound from performing melee attacks. The demon can cast spells up to Grandmaster-tier and has a base caster-level of five.

Familiar, Grandmaster-Tier

Requires: Pythonis, Grandmaster-Tier

Cost: 5 TP

A benevolent magical being originating from Natum or Divinitus. Familiars vary in size from an acorn to a humanoid angel. Any bestiary creature identified as 'Familiar' which is not 'Unique' is applicable.

Contracted familiars are innately capable of casting Intrinsic spells from the School of Castus. They typically have no prowess in melee. The familiar can cast spells up to Grandmaster-tier and has a base caster-level of five.

Undead, Grandmaster-Tier

Requires: Exanimum, Grandmaster-Tier

Cost: 5 TP

A reanimated corpse, controlled by the Overseer. Undead can vary in size from a small child up to roughly the size of a horse or basilisk. Undead encountered in the world cannot be controlled and so a Necromancer must reanimate a dead body.

Undead can deliver melee attacks with their limbs and any natural weapons. A melee weapon may be placed in the hands of the undead, but they lack the necessary coordination for ranged attacks. The base magnitude of the undead's attacks is five.

Command Mien (Overseer Qualifications)

Basics - Miens

A Command Mien is a certain strength of character that allows the Overseer to get more out of the connection between them and their followers or minions. These represent abilities for the Overseer, rather than the follower. Each has a cost in Training Points required, but the benefits of the mien selections may apply to any or all current followers. Multiple miens may be selected as long as the Overseer has TP remaining.

Novice

Mien of the Seer

Command Mien, Novice Tier

Type: All

Cost: 1 TP

The Overseer shares a connection with their followers, and it is possible to share senses temporarily.

Choosing any number of senses to trade with the follower, the Overseer can see, hear, smell, or taste as though they were the minion. Damage to either body will end the sense-sharing, and either the Overseer or follower can end it at any time.

Adept

Mien of the Astrologer

Command Mien, Adept Tier

Type: All

Cost: 2 TP

For the Mien of the Astrologer, the Overseer and any followers are points that can be connected, allowing the Overseer to cast spells through the follower.

Spells which originate from the caster, whether area of effect or projectile, can treat a follower as the caster.

Skilled

Mien of the Empath

Command Mien, Skilled Tier

Type: All

Cost: 2 TP

The Overseer shares a connection with their followers, and it is possible to take control of the follower temporarily.

Taking full control of the follower, the Overseer's own body is left unattended. Damage to the Overseer's body will end the sense-sharing, and the Overseer can end it at any time.

Master

Mien of the Shaman

Command Mien, Master Tier

Type: All

Cost: 4 TP

For the Mien of the Shaman, a follower's physical form is malleable, to some degree.

The Overseer can transform a follower into another form (within the same type). This change is permanent, until changed again by the Overseer. At least one hour must pass before the same follower can be changed again.

Grandmaster


Follower Aspects (Abilities and Augmentations)

Basics - Aspects

Follower Aspects represent particular exceptional abilities or traits in a single follower. These represent abilities for the Follower, rather than the Overseer. Each has a cost in Training Points required, and apply to a single Follower. An Aspect may be selected multiple times (each time on a new Follower), or multiple different Aspects may be applied to a single Follower, as long as TP is available.

Novice

Aspect of the Canine

Follower Aspect, Novice Tier

Type: All

Cost: 1 TP

The follower possesses the loyalty of a canine.

The follower can make an immediate movement up to 20m toward the Overseer in order to intercept an attack.

Aspect of the Feline

Follower Aspect, Novice Tier

Type: All

Cost: 1 TP

The follower moves with the silence of a prowling cat.

The follower moves silently and will not draw attention by moving; the follower also blends into surroundings better.

Aspect of the Steed

Follower Aspect, Novice Tier

Type: All

Cost: 1 TP

The follower is capable of carrying the Overseer, with a standard movement speed of 50m per round.

Only followers of roughly the Overseer's size or larger can possess the Aspect of the Steed.

Adept

Aspect of the Mammoth

Follower Aspect, Adept Tier

Type: All

Cost: 2 TP

Normally, a follower is close to the size of the Overseer or smaller, but a follower with this aspect is far larger than normal.

Physical attacks by a Mammoth-aspect follower are increased in magnitude by one tier. A creature or being of this size will have trouble moving in enclosed spaces.

Aspect of the Porpoise

Follower Aspect, Adept Tier

Type: All

Cost: 2 TP

The follower is capable of leading the Overseer in the water, with a standard swimming speed of 50m per round.

Only swimming followers of roughly the Overseer's size or larger can possess the Aspect of the Porpoise. Followers with this aspect may also breathe underwater or hold their breath for extended periods, if not already able to do so.

Aspect of the Roc

Follower Aspect, Adept Tier

Type: All

Cost: 2 TP

The follower is capable of carrying the Overseer in the air, with a standard flying speed of 50m per round.

Only flying followers of roughly the Overseer's size or larger can possess the Aspect of the Roc.

Skilled

Aspect of the Eagle

Follower Aspect, Skilled Tier

Type: Familiar

Cost: 3 TP

A familiar with this aspect can access spells from the School of Aquila.

The familiar may cast Intrinsic spells from the School of Aquila. Because both schools are verbal, a familiar still may not cast more than one spell per round.

Aspect of the Ironclad

Follower Aspect, Skilled Tier

Type: All

Cost: 3 TP

The follower grows more formidable with the support and training of its master, able to weather blows greater than before. It is both a matter of the follower being physically tougher than normal, as well as determined to stand for the sake of the Overseer.

The body of the follower is inherently tougher than normal. Attacks against the follower are reduced in effectiveness by two tiers.

Aspect of the Serpent

Follower Aspect, Skilled Tier

Type: Demon

Cost: 3 TP

A demon with this aspect can access spells from the School of Serpens.

The demon may cast Intrinsic spells from the School of Serpens. Because both schools are somatic, a demon still may not cast more than one spell per round.

Master

Grandmaster

 

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