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Post by VoxHumana on Mar 14, 2014 13:05:27 GMT -5
As stated in the character creation rules, when creating your character you may choose three spells or skills for him or her to use. If your character is human, he or she may choose a path of magic that they wish to follow: sigil, blood, or spellweaving, and then choose three spells from that branch of magic. If he or she is a supernatural, then the character may choose from three skills which are a part of their race. To follow in this thread will be lists of the starting spells for each branch of magic. The starting skills for each supernatural race can be found in a separate thread, here. (to be linked soon) Please make sure to check this thread before and while creating your human characters, as the information it contains is very important. Without further adieu then:
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Post by VoxHumana on Mar 14, 2014 13:13:44 GMT -5
Sigil Magic Spells
- Repulsion Ward - This is one of the few sigils that can only be drawn on surfaces. Once the symbol is drawn, it acts like a trap. The next foe to run over it will be thrown away from the sigil in the opposite trajectory from which they approached. To work, the person must make contact with the actual sigil, which makes the size of the drawn sigil integral to the strategy desired. In addition, this spell works only once per drawing of the sigil. Once a person has crossed it and been repelled, the sigil must be redrawn in order to use the spell again.
- Supernatural Ward - This is another ward, similar to the repulsion ward but more selective in its target. This sigil targets supernaturals, and wards them away from the area where the the sigil is drawn. They are unable to cross it for the duration of its effects, as if blocked by an invisible wall. Intense physical attack against the ward may weaken it, but the only way to break it is by magical means, or sabotage by a non supernatural. Unlike the Repulsion Ward, this sigil can remain active for a time before needing to be redrawn.
- Scrying Sigil - This is a sigil which is applied to a perfectly flat or mirrored surface, such as an actual mirror, and can be used to perform what is known as scrying. This allows the caster to see a target individual no matter how far away they actually are, and hear them as if they were in the same room. To use this spell though, more than the required sigil is needed. The caster must have a picture or rendering of the person that they wish to scry, and the person in question must be one that they have met before.
- Tracking Enchantment - This is a unique sigil, used to track a person or item that it is inscribed on. It can be drawn on nearly anything, though it is used most frequently to track people via a tattoo, brand, or by inscribing on clothing or personal effects. Once applied the sigil becomes invisible to the naked eye, and the caster can innately sense it's location, as if guided by a GPS. The further the caster is from the target, the more general and weaker the sense of where the target is becomes. If the sigil is revealed and erased or broken, the caster will lose their ability to track its location. This sigil will remain active until either removed or deactivated by either the caster or another magic user.
- Revealing Sign - This is a sigil which can be either inscribed on a person, or on a surface like a floor or wall. It's purpose is to reveal invisible things, whether they be sigils, people or supernaturals, or hidden dangers. When applied on a person, the sigil will reveal any other sigils which have placed on their body, such as the tracking enchantment. When placed on a wall, floor, etc. the sigil will reveal any person or supernatural who has hidden themselves by unnatural means such as a spell, another sigil, or a skill. It affects the entire room on which it is placed.
- Pathfinder's Mark - This is a sigil similar to the tracking enchantment, but one that is more commonly used in investigation than in actual tracking. By applying the sigil to a surface like a wall or ceiling, a person is able to see recent signs left by anyone who has been in the room. These signs include such things as footprints, fingerprints, residues and the like. Generally signs such as these can be seen by the Pathfinder's Mark for several hours before beginning to fade.
- Barrier Glyph - This is a sigil which, when applied to an object or surface, creates a magical shield, which can repel physical attack or magic which is intended to physically harm. The sigil activates as soon as it has been completely drawn, and automatically sizes itself to the dimensions of the person who drew the sigil. The shield can withstand a limited amount of damage, generally 4 to 5 *heavy* hits from any source, before automatically deactivating. One downside to this sigil is that it can only block damage in one direction, depending on the direction the sigil is facing when it is drawn.
- Rune of Entrapment - This sigil acts in a similar manner to the repulsion ward, in that its primary function is as a trap. Unlike the repulsion ward, once drawn, it becomes invisible to the naked eye unless revealed by such means as the revealing glyph. Once crossed, this sigil erects an entrapping field of magical energy around the person who crossed it, and restricts their movement in order to hold them still. Intense physical assault from the *outside* can be sufficient to break the entrapping field of energy, but the assault would have to be constant, forceful, and would require time.
- Cloaking Mark - This is a sigil which, like the tracking enchantment or pathfinder's mark, is applied to a person. Most usually it is applied to the outermost layer of a person's clothing. Its purpose is to bend light around the person which it is drawn on, allowing them to be nearly completely hidden from the naked eye. A trained eye might see a slight shimmer where the cloaked person is, but such a thing would be hard to catch. In addition, it also acts to muffle footsteps, thus helping the affected person to be more stealthy. The downside of this mark is of course that it does not hide a person's interactions with the world around him or her, and will not muffle sounds that they make while doing so beyond their own footsteps. In addition, the cloaking mark can last for about 1 hour before fading and needing to be reapplied. The revealing glyph and similar magics can forcefully disengage this sigil, causing the person to lose their invisibility. In the presence of a revealing glyph, this sigil can not be used.
- Rune of Disintegration - The first and most important thing to note about this sigil is that it can not be used on a human or supernatural target. Its purpose is to remove physical barriers and hindrances to movement forward. Unless the impediment is something like a door, where the dimensions are clearly defined, the person drawing the sigil must also outline the dimensions of the opening that they want to create. Once applied, the sigil immediately takes effect. It will completely disintegrate the material within the outlined dimensions. There are, however, limitations to this sigil's abilities. Incredibly thick or physically durable materials, such as reinforced steel, will not be affected. In addition, if the room beyond or the surface itself on which the sigil is drawn is magically reinforced, the sigil will fail.
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Post by VoxHumana on Mar 14, 2014 13:22:27 GMT -5
Blood Magic Spells
- Vigor Infusion - This is a blood magic spell which is used to strengthen the physical body of the caster. By either sacrificing his own blood or the blood of an animal, and then making a mark on his body, the caster gains increased physical strength, speed, and stamina. The boosts to these physical abilities are proportional to the size of the sacrifice made. This makes it difficult to achieve great heights of power on the fly, as too great of a sacrifice may leave the caster too weak to fight. The average sacrifice of blood will double normal strength, speed and stamina. The downside to this spell is the large strain that it puts on the body. Pushing the physical body past its limits in this way can cause serious damage, and continuous use of the spell for too long will cause extreme fatigue and pain. In general this spell can not be maintained for more than 30 minutes before the physical strain will become too great.
- Bleeding Pool - This spell is most usually used as a trap which is most effective when used on the fly and to catch off guard. The user may sacrifice only their own blood in the use of this particular spell. He or she allows his or her blood to spill, creating a puddle on the ground. On activation of the spell, the puddle expands out into a pool of blood. Anyone crossing the pool will find their steps hindered, their physical movement slowed and their stamina starting to drain away. This spell lasts for only a minute or two before disengaging, but is perfect for hindering pursuers or setting up counterattacks. Like all blood magic spells, the fact that one must sacrifice blood to cast it poses a threat, as it will physically weaken the caster.
- Bloody Mask - This is an interesting and unique spell which only users of blood magic can employ. The user makes a sacrifice of his or her own blood and then smears it on his or her face. From there, the user is enabled to literally change their hair and facial features in any way that they wish, masking their appearance or making themselves look like another person entirely. This spell does not affect the appearance of a person's body or voice, and so for example a man disguising himself as a woman or vice versa is not advised. In addition, this spell requires great concentration on the part of the caster. The person must envision *exactly* how it is they wish to look by the end of the spell, for the adjustments needed are specific. This spell is not permanent. In general after about 12 hours the effects will begin to fade, returning the caster to their normal appearance. In addition to this, use of this spell too often can cause horrific results. It can in fact age the person in question's face, causing them to look older and decrepit upon returning to their normal appearance. While extreme overuse of this spell is required for this to happen, it is a possibility. Reports say that the change in appearance is extremely painful, though the pain is fleeting.
- Crimson Armor - This is another blood magic spell which is meant to be used in physical combat, similar to vigor infusion. Though a sacrifice of either one's own blood or the blood of an animal can be made, the user's own blood will provide a more potent result. The caster makes the sacrifice, and then must smear the sacrificed blood on their exposed skin, wherever they wish for the spell to take effect. Once this is done and the spell is activated, the blood on the covered areas wells up and spreads, forming a protective covering over the affected areas. This armor is resilient to blunt force and most normal physical trauma. It can be applied to an area as small as one arm, or as large as the entire body, though the blood sacrifice required for this would be great. While this is an excellent defensive mechanism, it does have its downside. Each time the armor absorbs a hit, some physical energy is drawn from the caster. The amount of energy taken depends on the damage the blow in question would have done. In other words the longer the armor is in effect, and the more it is used, the weaker the caster becomes. If the caster is knocked unconscious or overwhelming amounts of damage are sustained, the armor will automatically disengage. In addition, this armor can be bypassed by dealing damage through magic, and through piercing weapons like knives and certain kinds of bullets.
- Corrupting Infusion - This is a blood magic spell which requires both a sacrifice from the caster AND the presence of the caster's blood in the target victim's body. This can be achieved in a variety of ways, though the most common is forcing the target to ingest the caster's blood. Interestingly, the spell can be set up well in advance of activating it; the caster's blood lying dormant in the target's body until the spell is activated. Upon a sacrifice of blood from the caster, the target will experience immediate and very intense flu-like symptoms, as well as intense physical pain. The intensity of the symptoms increases with the amount of the caster's blood present in the target's body. The purpose of this spell is to immobilize and incapacitate or torture, and can not be used to kill. Though very useful, it does have its downfalls. The spell can be maintained at most for 10 minutes before the caster will begin to experience the same physical symptoms as the target. In addition to this, once the spell has been activated and deactivated once, more of the caster's blood must be forced into the target's body before the spell can be used again on him or her.
- Vermillion Fangs - This is a combat blood magic spell, similar to Bleeding Pool. Rather than being used to trap, this is one of the blood magic spells which is used to directly attack a target. The caster makes a sacrifice of his or her own blood, and allows it to spill for a moment or two. On activation of the spell, the puddle of blood formed actually rears up of its own accord, forming itself into twin fang-shaped projections which are about half the height of a normal human. These fangs then race across the ground at great speed in a straight line, dealing cutting and tearing physical damage to anything they come into contact with. Though they can be deflected by magic such as the barrier glyph, they are very difficult to physically defend against, as the fangs themselves can not be *destroyed* by anything but other blood magic. They can, interestingly, be slowed down by Bleeding Pool. Like all blood magic, both the sacrifice and the spell itself takes a toll on the caster's physical energy, and while this spell can be cast and recast as needed, each time will take a toll on the caster's body.
- Red Thorns - An interesting fact to note about this spell is that it is one of the only ones that does not use the blood sacrificed by the caster to put the spell into effect. It is a combat spell which is generally used as a last ditch effort due to the effect that it has on the caster. The caster makes a blood sacrifice and then activates the spell, which causes thorns of solidified blood to burst forth from their skin in all directions, which can cut and impale anyone caught within the range of the spell. In general the thorns extend out 5 feet in every direction from the caster's body, making the spell difficult to avoid if the target is already in close range. While this spell is potentially very deadly and useful, it also has major downfalls. Besides the usual drain on the user's body, the casting of the spell causes incredibly intense, crippling pain. If the spell does not hit, the user is likely to be immobilized by the pain caused.
- Blood Tracking - This is a blood magic spell which requires not only a blood sacrifice from the caster, but a sample of the target's blood. To use this spell, the caster mixes their own sacrificed blood with the sample from the target, usually in a bowl or some kind of container, then drinks the mixed concoction. This allows them to track the user's blood, and find their target no matter how far away they are. Unlike the sigil tracking spell, Blood Tracking does not lose its potency based on distance from the target, making it a much more effective tracking spell. Interestingly, if the target in question can use blood magic, the connection works both ways, and the target will become aware he or she is being tracked, and be able to track in return.
- Blood Binding - This is a combat blood magic spell, similar to Bleeding Pool in both form and function. It's purpose is capture and immobilize a target, and can not be used to kill. The caster makes a blood sacrifice, most usually by making a cut along their arm, and then flings the sacrificed blood at the target. Upon doing so, the blood seems to congeal and expand into what could almost be described as ropes. On contact with a target these ropes wrap around them and squeeze tight, transfixing them in place. The binds are incredibly durable and strong, making them very hard to break through normal physical means. In addition, the strength at which they squeeze can be increased and decreased by the caster, allowing them to be used to break bones or deal damage to keep the target immobilized. However, their downfall comes in when the target in question struggles. The strength of the binds is in fact directly connected to the physical energy of the caster. The more the target struggles and strains against the binds, the more strain is put on the caster and his or her physical energy.
- Boiling Blood - This is a combat blood magic spell which is generally used only as a last resort, similar to the Red Thorns spell, due to the effect that it has on the caster. The caster makes a cut and sacrifices blood. Upon activation of this spell, the blood of the user begins to literally boil, becoming as hot as frying oil as it leaves the body. Blood actually sprays out from the location of the cut, flying out at its target. On contact with the target, the blood will cause severe burns and pain to its victim, and acts similar to napalm, sticking for a time after contact to deal more damage. Despite the severe damage that this spell is capable of inflicting, the effects on the caster are just as bad. Casting of the spell causes severe and immobilizing pain upon cessation of it, enough to bring the user to his or her knees, or even cause unconsciousness.
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Post by VoxHumana on Mar 14, 2014 14:01:40 GMT -5
Spellweaving Magic
- Healing Light - This is a healing spell, which can be used to mend smaller wounds, broken bones and the like. The major limitation on this spell is the energy required from the caster. In accordance with the rules of spellweaving, the caster's life energy is drained in direct to proportion to how much damage they are trying to mend. If the person casting the spell attempts to heal wounds that are too great, or too many wounds, he or she runs the risk of knocking themselves unconscious, or even dying. Notably, this spell can not be used to bring a person back from the dead, or to mend fatal wounds because the energy required does not exist in the human body. If one were to attempt to do either of these things, both caster and target would perish. The incantation for this spell is as follows: "Ex luce caeli, cuaret dolor." (Light of heaven, heal our pain.)
- Mystic Shield - Similar to the sigil spell Barrier Glyph, this is a spell which is used to erect a shield, to protect from damage. Like Barrier Glyph, this shield can only block damage from one direction at a time, depending on the direction in which it is cast. This shield is much more potent than Barrier Glyph, but simultaneously more dangerous. It draws its strength from the life energy of the caster. Initially, casting the mystic shield does not drain the user at all. However, each time it absorbs or blocks damage, the shield draws life energy from its caster to maintain itself. As a result "how much" the shield can take depends heavily on the condition of the caster. To illustrate, a younger, fit person would have a much stronger, long lasting shield than one who was old or sick. If the shield takes more damage than the person's life force can sustain, they risk knocking themselves unconscious or worse. The incantation for this spell is as follows: "Exite, tuitio lucis." (Come forth, shield of light.)
- Charm of Opening - This is a spell which is used quite simply to unlock doors and restricting barriers which stand in the way of the user. Interestingly, not only will this spell unlock doors, it will also dispel wards such as the supernatural ward, negating their effects. This spell is limited in that it can not bypass high security measures such as biometric scanners and the like. It is limited to manually locked doors or doors with simple electrical locks. In general this spell requires little energy to use, and is more of a utility measure than anything else, but can be quite useful when utilized at the right time. The incantation for this spell is as follows: "Suscitate porta, aditum mihi." (Raise the gate, open the way for me.)
- Flametongue - A spell which is used to create a tongue of fire to lash out and deal damage. The fire created can be large or small, red to white hot, depending on the amount of life energy that the caster voluntarily uses to cast the spell. Being that the spell draws from the life energy of the caster, he or she must be careful not to overextend themselves and cast it too often or with too much power, lest they knock themselves out or worse. In addition once unleashed, this spell is unbiased in its destruction, which means it puts both the caster and any allies in danger as well if uncontrolled. The incantation for this spell is as follows: "Ore draconis, adolebit terram." (Tongue of the dragon, scorch the earth.)
- Stone Fangs - A spell which is used to attack enemies from underneath, causing the earth beneath their feet to erupt with needle-sharp spires of stone, seeking to cut and impale. Similar to most combat speallweaving magic, the range of this spell can be increased by the caster if they sacrifice more of their life energy in the casting of the spell. This of course puts the caster in more danger of harming themselves, and in addition is negligent of who is caught within its range, making it dangerous to friend and foe alike. The incantation for this spell is as follows: "Morsus terrae, hostis nihil mihi." (Fangs of the earth, dash my foe to nothing.)
- Wind Blast - A spell which gathers wind before the user and blasts it outwards at a target to push them away and deal damage. Similar to most combat spellweaving magic, the size of the air blast can be increased by the caster if they sacrifice more of their life energy in the casting of the spell. Once released, at an additional sacrifice of energy, the caster can alter the trajectory of the wind blast, allowing them to take temporary control of the attack. This however requires concentration and is tiring if done for extended periods. The incantation for this spell is as follows: "Magnum ventus, pulsum hostis." (Mighty wind, strike my foe.)
- Riptide - This is a combat spell which summons a fast and low wave of water to trip up a foe and slam them into the ground. The width and speed of the wave *can* be increased at an additional sacrifice of energy, allowing the the spell to be more unpredictable and difficult to dodge. An important thing to note about this and all elemental spells is that while the spell is magical, the element used is not. Each element can interact with and be countered by another. For example, faced with a caster using riptide, Wind Blast could be used by the target to part the water around them, saving them from the spell's effects. The incantation for this spell is as follows: "Ortis aqua, hostis genua." (Rising water, bring my foes to their knees.)
- Frigid Lance - This is a combat spell which condenses the natural water in the air around a target and freezes it, creating multiple lances of ice which rain down atop the enemy, seeking to cut and impale him or her. This is one of the only elemental combat spells which can not be manipulated upon casting, and must be carefully aimed and timed to be effective. More than one person can be targeted by the spell, but once it is cast there is no controlling it. In very dry, hot or arid environments, this spell may not work at all due to the high temperatures or lack of moisture in the air. The incantation for this spell is as follows: "Laminis glaciem, perforavit." (Blades of ice, pierce through.)
- Elemental Weapon - This is a spell which allows the caster to bend any of the four major elements (earth, water, wind or fire) which are present in the environment around them into a physical form, specifically a weapon. The caster can form the element in question into whatever weapon they wish, so long as they have seen it before or can within reasonable detail envision it in their mind. The weapon created will be able to crush or cut as it would normally be able to, in addition to having the qualities of the element that it is made out of. As an example, a sword formed of fire could burn things as well as cut them. The longer the weapon is maintained, the more energy it saps from the caster of the spell. In addition, when the weapon is blocked or clashes with another weapon, this drains some additional energy from the caster. The weapon itself can only take a limited amount of damage before it breaks. If the weapon breaks in this way, it takes a great toll on the caster, and puts him or her in danger of being knocked unconscious. The incantation for this spell is as follows: "Factus mucro, naturae viribus." (Forces of nature, become my blade.)
- Illusory Veil - This, similar to the Bloody Mask spell, is one that is primarily used for disguise. By casting this spell, the user can cast what might be considered a miniature of the Glamour, changing their appearance in the eyes of others. Like Bloody Mask, this spell requires time and concentration, as well as a near perfect idea of what the user intends to look like when they have finished. Unlike Blood Mask, in order to keep up the spell, the user must maintain a level of concentration. In addition, as their appearance has not truly changed, close inspection can uncover the ruse. The longer this spell is in constant effect, the more energy it drains from the caster, although the energy cost for this spell is quite low compared to some others. Important to note is that this spell *can* be used to disguise the entire body, and not just the face. This however requires more energy and more time to cast. Interestingly, this spell is cancelled by the Revealing Glyph, revealing the caster's true appearance. The incantation for this spell is as follows: "Larvus est stello, faciem meam." (Mask of the trickster, hide my face.)
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