THE ARCANE SCHOOLS![]() CASTUS, THE IMMACULATE The School of Castus is the study of healing and restorative magic, purportedly bestowing the mercy of the Immaculate upon the recipients of the healing light. Those who master this school of knowledge are held in high regard, but also expected to utilize their talents for the benefit of others. OCCULTUS, THE HIDDEN The School of Occultus is the study of illusion and deception. It examines the nature of the Hidden and the unknown, treating it as a philosophy. It is founded more in ideas than applications, though its spells are quite capable of affecting the real world. BELLATOR, THE DESTROYER The School of Bellator is the study of destructive magic, dealing righteous punishment to the wicked as the Destroyer once did. This school of study is perhaps the most-studied, a fact which speaks poorly to the nature of the peoples of Araevis. SERPENS, THE ARBITER The School of Serpens is the study of debilitating magic, restricting or harming its victims. As did the Serpent in the histories, students of this school bring down their adversaries from within and bind them in place, leaving them to suffer the punishment of their own iniquities. AQUILA, THE BULWARK The School of Aquila is the study of supportive magic, empowering and protecting the blessed. The Eagle once shared the gift of flight and thus the students of this School honor that by bestowing gifts and protections upon others, as well as themselves. ![]() |
Spellcasting Basics
Spell Slots and Preparing Spells
Each character has a number of Spell Slots based on their proficiency in the Arcane Schools. 2 slots for Novice, 4 for Adept, 6 for Skilled, 8 for Master, 10 for Grandmaster. This means a character can potentially have 30 Spell Slots per School, or 150 Spell Slots if they achieve Grandmaster in all five Schools. Spell Slots can be used with any School. Note that to prepare every available spell would require 300 Spell Slots.
Spells are divided into three types: Intrinsic, Focus, and Ritual. Intrinsic and Focus spells require a number of Spell Slots equal to their tier. For example, to prepare an Adept-tier spell, a character will need two Spell Slots. Ritual spells do not require Spell Slots; they are more difficult to cast but are considered always available if the character has enough proficiency.
A character may prepare any spell at their highest proficiency tier, regardless of School. A character who is Skilled in the School of Bellator can prepare a Skilled Castus spell, for instance. However, spells in a School the character is not proficient in may only be cast at their weakest level. Ritual spells are only available within their respective School.
Once per week, a player may change the prepared spells for their character. If joining a GM-led event, such as Plot Missions or a tournament, it may be necessary to post your prepared spells at the start of the thread. Otherwise, post them at your discretion.
School Types
Spell Schools are divided into two types: Verbal, requiring spoken words; or Somatic, requiring physical movements or gestures. The Schools of Castus and Aquila are verbal, while the Schools of Occultus, Bellator, and Serpens are somatic. It is possible to cast both a verbal and somatic spell in the same round, but one cannot cast two verbals spells or two somatic spells in the same round.
Verbal Schools are, of course, susceptible to silencing effects; somatic Schools are susceptible to bindings.
Orisions
As practitioners of the arcane and divine, spellcasters obtain a certain measure of convenience in their lives. These conveniences are referred to as Orisions or sometimes Cantrips. They offer a variety of practical applications which require neither components nor spell slots. Possible effects include the cleaning or soiling of objects at will, the lighting or extinguishing of small fires, or even the manifesting of minor sensory or illusory effects. The use of an Orision is not conducted as a spell but instead is an extension of the spellcaster's ability, requiring only that they possess a Novice level of ability in the spell school relevant to their intended convenience; these are of limited value in combat.
Concentration
Some spells require your full attention to be successfully cast, with these spells sometimes taking an extended period of time to complete. These spells are noted to require your concentration to finish, and broadly fall under the Focus and Ritual spell types, as described below. While concentrating on a spell with Verbal components, it is possible to cast an Intrinsic or Focus spell with Somatic components, or the other way around; only one Ritual can be conducted at a time. Should your character suffer an injury while concentrating on a spell, that spell's casting time increases by one round; if interrupted during a Focus spell, the caster may instead cast the partially completed spell instead.
Spell Types: Intrinsic, Focus, Ritual
Each spell states in its details whether it is Intrinsic, Focus, or Ritual. This affects how they are cast.
Intrinsic Spells can be cast rapidly and their components are added during or after the spell is cast. As a spellcaster grows in power, they may cast these spells at higher tiers corresponding to their proficiency in the school, as detailed in the spell. These spells have a base magnitude equal to the tier they are cast at unless otherwise stated.
Focus Spells require at least one round of concentration to cast and can be focused for up to three rounds. The effects of the spell vary and improve depending on whether it was focused for one, two, or three rounds; these spells have a base magnitude of double the tier of the spell.
Ritual Spells require at least three rounds of concentration to cast and may require casting time measured in minutes or even hours, which must be fully completed. These spells have a base magnitude of triple the tier of the spell. Only one Ritual may be cast at a time.
Spell Magnitude and Catalysts
To determine the Total Spell Magnitude, you would add your proficiency in the relevant school plus the quality of your catalyst (if any) plus the base magnitude of the spell.
A Catalyst is a spell tool (a wand, an amulet, a staff, etc) made by an Enchanter out of Terra Regia. It amplifies all of your spells, not including Cantrips. In addition, a Catalyst can be created with one Intrinsic spell imbued into it, which does not require Spell Slots and can be cast at no cost.
CASTUS, THE IMMACULATE
The School of Castus is the study of healing and restorative magic, purportedly bestowing the mercy of the Immaculate upon the recipients of the healing light. Those who master this school of knowledge are held in high regard, but also expected to utilize their talents for the benefit of others.
Hand of Castus
Novice Tier
Cost: --
Frequency: --
Magnitude: --
An adherent of Castus seeks to act as a conduit for the mercy of Castus, and thus the spells they invoke are strengthened by a direct connection between the caster and their patient.
When casting any Castus spell that takes more than one round to complete, the spellcaster can reduce the required rounds by one for each round laying a hand on the target. For example, Mend heals one small flesh wound in three rounds. Should the caster lay a hand on the patient for at least one round, the healing will instead complete at the end of the second round. It is possible to affect multiple targets at a time, one for each hand.
Healing Conduit
Adept Tier
Cost: --
Frequency: --
Magnitude: --
With the power flowing through the caster and into their designated targets, it is possible for the caster to share in the mercy granted to others.
When casting any restoration Castus spell which targets individuals, the caster is included as an additional target. For example, if a spell designates three targets, the caster and three others may receive the benefits of the spell.
Metamagic - Embrace of the Essential
Skilled Tier
Cost: --
Frequency: --
Magnitude: --
While words and gestures are used to invoke magic, the essential elements of the spell are the effects it has on the world. With prowess and effort, it is possible to cast a spell without the use of verbal or somatic components, even to the point of unleashing the spell while casting another.
The user of this metamagic may cast one spell without verbal or somatic components. This means a verbal spell could be cast while silenced, a somatic spell could be cast while restrained, or two spells of the same type could be cast in the same round. Four rounds must pass before this ability can be used again. This metamagic knowledge is applicable to all schools.
The user of this metamagic may cast one spell without verbal or somatic components. This means a verbal spell could be cast while silenced, a somatic spell could be cast while restrained, or two spells of the same type could be cast in the same round. Four rounds must pass before this ability can be used again. This metamagic knowledge is applicable to all schools.
Emergency Tactics
Master Tier
Cost: --
Frequency: --
Magnitude: --
In stressful situations, it is necessary to keep a cool head and react with confidence to changes in the situation. A healer holds this especially true, since their choices frequently mean life or death. Therefore, a master in the school of Castus can effectively triage in the moment, transferring the benefits of spells already in effect to those who need it most.
The caster can immediately transfer ongoing Castus restoration effects to new targets in range. This ends the effect on the original target and any remaining duration is used on the new target, with no additional casting time.
Special Ritual - Mercy of Castus
Grandmaster Tier
Cost: 25,000 Vigor; 1 Caelitium Pulveris
Frequency: Once per week
Magnitude: 15
The caster channels the pure Mercy of Castus, bringing a single individual back from the dead. The revived character suffers a permanent loss of 10% of total vigor at time of death, and may lose expertise in some skills because of this. At the time of resurrection, the character begins with 1 vigor and must rest. If used on a target reanimated by the Call of Exanimum, the target does not receive an additional penalty to their total Vigor.
This ritual requires one unit of caelitium pulveris. The caster must have part of the original body of the individual to be resurrected. This ritual takes eight hours of uninterrupted concentration to complete; the pulveris and remains are consumed in order to create a new body, free of injury or scars, and to summon and bind the target's soul into its new vessel.
OCCULTUS, THE HIDDEN
The School of Occultus is the study of illusion and perception. It examines the nature of the Hidden and the unknown, treating it as a philosophy. It is founded more in ideas than applications, though its spells are quite capable of affecting the real world.
Legerdemain of Occultus
Novice Tier
Cost: --
Frequency: 4 Round Cooldown
Magnitude: --
Occultus deals in the hidden and mysterious, and it quickly becomes difficult to discern what is real and what is fake. With illusions in play, one can never say whether the caster you see is the caster's true form.
With at least one persistent Occultus illusion of the caster active, the caster can affect a one-time swap with any illusion cast by themselves. This can be used in response to an attack or performed as needed. After use, four rounds must pass before the ability can be used again.
Layers of Mastery
Adept Tier
Cost: --
Frequency: --
Magnitude: --
The magic of Occultus is ethereal and ephemeral and thus it is possible to weave one spell within the folds of another.
After casting a persistent Occultus spell, the spellcaster can cast a second Occultus spell which is released when (and if) the first spell is dispelled or dismissed. If the first spell runs out its natural time, the second spell is lost. A spell may only hold one additional spell within, and it is not possible to add a third layer to the original spell; however, multiple spells simultaneously can each have one spell hidden within.
Metamagic - Atmosphere of Obfuscation
Skilled Tier
Cost: --
Frequency: --
Magnitude: --
Time is subject to one's perception of it and by manipulating that perception, the caster can seemingly stretch time briefly.
When casting a Focus spell, the spellcaster can conceal the spell in a fold in time, releasing it at a time of their choosing within the next five turns. Only one spell can be delayed at a time. This metamagic knowledge is applicable to all schools.
Illusion of Reality
Master Tier
Cost: --
Frequency: 4 Round Cooldown
Magnitude: --
Perception separates illusion and reality, but if the illusion perfectly mimics reality to every perception, is it not real?
The caster may enhance an Occultus illusion such that it perfectly replicates the individual, object, or attack that it appears to be, even dealing damage at the magnitude of the Occultus spell. Such damage includes a psychic damage affliction in addition to the physical wounds. After use, this ability cannot be used again for 4 rounds.
Special Ritual - Abeyance of Occultus
Grandmaster Tier
Cost: 25,000 Vigor; 1 Caelitium Pulveris
Frequency: Once per Week
Magnitude: 15
The caster may channel the enigma of Occultus. The user creates a glyph of unparalleled power, twenty-one strokes in the shape of an arm reaching out of a clock face. Past, present, and future converge.
For up to an hour, the caster is capable of perceiving actions one turn into the future and acting on them in the present. More occult, the caster can affect a one-time change to a choice made one turn in the past; doing so ends Abeyance immediately just as the theoretical past becomes the new present.
BELLATOR, THE DESTROYER
The School of Bellator is the study of destructive magic, dealing righteous punishment to the wicked as the Destroyer once did. This school of study is perhaps the most-studied, a fact which speaks poorly to the nature of the peoples of Araevis.
Sword of Bellator
Novice Tier
Cost: --
Frequency: 2 Round Cooldown
Magnitude: --
The sword of Bellator strikes at those who would approach while the caster summons up their strength.
When casting a Bellator spell, the caster can release a slicing burst of power surrounding themselves, which pushes enemies away up to 5m. After use, two rounds must pass before it can be used again.
Twin Cannon
Adept Tier
Cost: --
Frequency: 2 Round Cooldown
Magnitude: --
The school of Bellator is as much a practice in mental strength as it is an exercise of knowledge, and with properly applied focus, an adept caster can open two pathways at once.
When completing a Focused Bellator spell, the caster can cast an Intrinsic spell at the same time. After use, two rounds must pass before it can be used again.
Metamagic - Divide of the Mind
Skilled Tier
Cost: --
Frequency: --
Magnitude: --
Those skilled in the School of Bellator are well-practiced in dividing landscapes in their mind to find the power particular to their spells, and can then apply this mastery to the landscape in front of them.
When casting any area-effect spell, the caster can shape the spell (within its area) to create safe zones. This metamagic knowledge is applicable to all schools.
Spell Surge
Master Tier
Cost: --
Frequency: --
Magnitude: Special
Masters in the School of Bellator are dangerous forces on a battlefield. If left unchecked, they can tap into the primordial energies of the mortal world to combine with fierce powers of the infernal plane; such a combination is volatile and unstable, but potent.
When casting a Bellator spell, the caster may sacrifice the spell to hold onto its destructive potential. This potential can be infused into the next Bellator spell, adding the total spell magnitude of the sacrificed spell.
When casting a Bellator spell, the caster may sacrifice the spell to hold onto its destructive potential. This potential can be infused into the next Bellator spell, adding the total spell magnitude of the sacrificed spell.
Special Ritual - Maelstrom of Bellator
Grandmaster Tier
Cost: 25,000 Vigor; 1 Caelitium Pulveris
Frequency: Once per Week
Magnitude: 15
The caster may channel the fury of Bellator. A plain black portal opens in front of the caster; from within it, the caster draws out a sword of white flame. When the sword is raised overhead, hundreds of portals open overhead, darkness overtakes the sky, rumbling clouds gather; a thunderstorm of godly proportions takes shape, the full force of Bellator's righteous fury surging, ready to be released upon all of the caster's enemies. Once per round, up to three times, the caster can swing the sword of white fire, sending forth a rolling wave of white flames 15m wide and 100m long; every enemy struck by the flames is simultaneously struct by a bolt of lightning from overhead, together resulting in a 10-magnitude attack. After the third use of this attack, the sword itself remains.
This ritual requires one unit of caelitium pulveris. This ritual takes 5 turns to complete. The caster holds the caelitium pulveris in the hand which grips the white sword; the white sword persists for up to 8 hours, and is equivalent to a non-magical sword of caelitium that inflicts additional burn damage.
SERPENS, THE ARBITER
The School of Serpens is the study of debilitating magic, restricting or harming its victims. As did the Serpent in the histories, students of this school bring down their adversaries from within and bind them in place, leaving them to suffer the punishment of their own iniquities.
Kiss of Serpens
Novice Tier
Cost: --
Frequency: 2 Round Cooldown
Magnitude: 2
The blessings and curses of the Arbiter fill the caster, allowing them to release twin snakes from both arms or hands. The snakes appear only momentarily, striking at and coiling around a nearby target.
A target within 15m is struck by two ethereal serpents. The target receives the Kiss of Serpens and is considered Poisoned until cured. The caster may choose to grapple the target closer or break away from the snakes, leaving the target chained to a nearby surface. Two rounds must pass before this ability can be used again.
A target within 15m is struck by two ethereal serpents. The target receives the Kiss of Serpens and is considered Poisoned until cured. The caster may choose to grapple the target closer or break away from the snakes, leaving the target chained to a nearby surface. Two rounds must pass before this ability can be used again.
Constriction
Adept Tier
Cost: --
Frequency: 4 Round Cooldown
Magnitude: --
It is not easy to slip the grasp of the Arbiter within her caster's sight.
If a target breaks out early from a Serpens binding spell within sight of its caster, the caster may immediately recreate that binding effect at half its original duration. After the secondary binding ends, four rounds must pass before this ability can be used again.
Metamagic - Eye of Majesty
Skilled Tier
Cost: --
Frequency: --
Magnitude: --
Rarely does the serpent show its full form, and her casters are well-versed in spells which seek or stretch to reach their targets.
When casting any spell, its maximum range is doubled. This metamagic knowledge is applicable to all schools.
Rules of Nature
Master Tier
Cost: --
Frequency: 2 Round Cooldown
Magnitude: --
The strong live and the weak die. The poisons of Serpens are especially potent in tearing down even the most fearsome foes.
When casting a Serpens poison spell, the spell is capable of removing one beneficial buff or healing spell from the target whose magnitude is lower than the Serpens spell used. After augmenting a poison in this manner, two rounds must pass before using this ability once more.
Special Ritual - Glower of Serpens
Grandmaster Tier
Cost: 25,000 Vigor; 1 Caelitium Pulveris
Frequency: Once per Week
Magnitude: 15
The caster may channel the authority of Serpens. The caster drapes one arm over their eyes, and sinks to one knee. Then the caster pulls his arm away, the exposed eyes shining with a bright green light.
All who look into the light, friend or foe, are ensnared by shadowy serpents, extending from the caster's other hand into the ground. Captured targets are then covered entirely in writhing snakes, completely petrified, unable to move or speak except at the whim of the caster. Attacks will not pass through the snakes, and the spell will last up to 8 hours. If the caster releases the spell, or is killed, all captured targets are released at the same time.
AQUILA, THE BULWARK
The School of Aquila is the study of supportive magic, empowering and protecting the blessed. The Eagle once shared the gift of flight and thus the students of this School honor that by bestowing gifts and protections upon others as well as themselves.
Ward of Aquila
Novice Tier
Cost: --
Frequency: --
Magnitude: 1
The same power which bolsters or protects others also forms a minor protective ward. This power envelopes the body of the caster, visible as a faint glow, but the caster can also transfer this protective ward to another target nearby. Although it seems to be of minor consequence, the ward is capable of preventing wounds from being immediately lethal.
Upon casting any Aquila spell, the caster is covered in a protective layer of energy for up to five minutes. This ward can be transferred to another target within 15m. Incoming attacks are weakened by one tier in magnitude, and if an attack would otherwise kill the user, the ward is drawn to the wound, preserving the user's life but sacrificing all additional protection. After the Ward of Aquila has saved a target from immediate demise, they are still severely wounded and should seek aid; until the injury is treated, a new Ward cannot be created without killing the wounded user.
Upon casting any Aquila spell, the caster is covered in a protective layer of energy for up to five minutes. This ward can be transferred to another target within 15m. Incoming attacks are weakened by one tier in magnitude, and if an attack would otherwise kill the user, the ward is drawn to the wound, preserving the user's life but sacrificing all additional protection. After the Ward of Aquila has saved a target from immediate demise, they are still severely wounded and should seek aid; until the injury is treated, a new Ward cannot be created without killing the wounded user.
Spell Hardening
Adept Tier
Cost: --
Frequency: 4 Round Cooldown
Magnitude: Special
If only for a moment, defenses can be strengthened beyond the norm by hardening the bands of protective magic.
When casting or maintaining a protective Aquila spell, the caster can temporarily double its current magnitude. The temporary magnitude falls off at the start of the caster's next turn. After use, four rounds must pass before the ability can be used again.
Metamagic - Fervor of the Bold
Skilled Tier
Cost: --
Frequency: 4 Round Cooldown
Magnitude: --
The spirit of Aquila strengthens the caster, not just others, and through that strength, it becomes possible to push casting to a new level. With the caster's mind protected against backlash, spells which normally require time to complete can be rushed out in an instant.
The user can immediately cast a Focus spell as though it was focused for three rounds. The caster must pay the full three rounds of Vigor at once. After use, no other spells in the same school can be cast for two rounds. Four rounds must pass before this ability can be used again. This metamagic knowledge is applicable to all schools.
Sky-Touched
Master Tier
Cost: --
Frequency: --
Magnitude: --
The act of casting magic-level magic in the School of Aquila fills the caster and chosen allies with strength and spirit. Warm, spring air surrounds the recipients lifting them on ethereal wings.
Upon casting any Master or Grandmaster Aquila spell, the caster and up to three allies become Sky-touched for up to three rounds. Sky-touched individuals gain a normal flying speed of 30m per round, or increase existing flying speed by 30m per round. Additionally, the Sky-touched individuals, including the caster, gain up to 1500 temporary vigor; if not used, this Vigor fades when the Sky-touched effect ends. Additional applications of Sky-Touched may refill this temporary Vigor, but cannot exceed 1500.
Upon casting any Master or Grandmaster Aquila spell, the caster and up to three allies become Sky-touched for up to three rounds. Sky-touched individuals gain a normal flying speed of 30m per round, or increase existing flying speed by 30m per round. Additionally, the Sky-touched individuals, including the caster, gain up to 1500 temporary vigor; if not used, this Vigor fades when the Sky-touched effect ends. Additional applications of Sky-Touched may refill this temporary Vigor, but cannot exceed 1500.
Special Ritual - Wings of Aquila
Grandmaster Tier
Cost: 25,000 Vigor; 1 Caelitium Pulveris
Frequency: Once per Week
Magnitude: 15
The user may channel the grace of Aquila. Brilliant golden wings take form on the caster's back with a 30m wing-span.
These wings are capable of true flight at 40m per round, or 120m per round if doing nothing but moving; the flight is strong enough to carry up to three additional targets with the caster, and durable enough to be used as defensive shields. The wings last up to 8 hours; they can withstand up to 20 magnitude worth of direct damage before breaking.
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