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."