[center][h1]Specific Magic Lore[/h1][/center][hr][hider=Spell Tiers][b][u]Level Zero:[/u] Neophyte[/b] - no prior use of or study in the school of magic [b][u]Level One:[/u] Novice[/b] - new to the school of magic. Very basic spells. [b][u]Level Two:[/u] Apprentice[/b] - at low level in the school of magic. Can use some spells. [b][u]Level Three:[/u] Adept[/b] - at a lower-moderate skill level, some prior use and study. [b][u]Level Four:[/u] Journeyman[/b] - at a competent skill level, considerable prior use and study. [b][u]Level Five:[/u] Expert[/b] - at a high skill level, significant prior experience and use. [b][u]Level Six:[/u] Master[/b] - A master of that school of magic, extensive prior experience and use. [b][u]Level Seven:[/u] Grandmaster[/b]- An eminent master of the school, with an enormous wealth of experience and use. [i]Generally, most students will enter Ersand'Enise with four to five total levels in magic and no single magic above Level Three: Adept. Please honour the character development and sense of achievement that we're trying to build by not starting with more than that. Generally, students are barred from starting off with restricted schools, such as Atomic, Blood, Temporal, Dark, and Command, unless given GM permission. In the case of the first two, however, earning three points in an associated school (Arcane, Magnetic, or Chemical for Atomic and Binding for Blood) will unlock them for your use, also giving you your first point for free! Please honour the character development and sense of achievement that we're trying to build by not trying to game this bonus.[/i][/hider] [hider=Magnetic Magic][center][h3]Drawing[/h3][/center]Magnetic magic draws its power from the polarity of atoms and molecules, using their tendencies to attract and repel each other to build powerful charges. [list][*]Magnetic drawing is not directly offensive. However, drawing too much of one type of charge (positive or negative) from a polarized source can leave it imbalanced, which has powerful consequences. [*]Given that all atoms contain charges, magnetism is all around us. However, given that it exists only in a latent, dormant form, converting it into charges that one can draw from is not easy. However, once this is done, Magnetic drawing becomes elementary and a rather powerful source as well that magic users should be careful to exercise control over.[/list][center][h3]Offense[/h3][/center]While magnetic mages have a reputation for being defensive counterpunchers, they are more than capable of mounting independent (and often terrifying) offense of their own. [list][*]Negative charge – a foundational skill that causes a target to become negatively charged, making it highly susceptible to magnetic and electrical attacks as well as magnetism and self-damage. (tiered: 1-2) [*]Positive charge – a foundational skill that causes a target to become positively charged, making it highly susceptible to magnetic and electrical attacks as well as magnetism and self-damage. (tiered: 1-2) [*]Grounding – a foundational skill that causes the magic user or a target to become grounded, allowing charges to flow through him without suffering self-damage. (tier 1-2) [*]Displaced shock – the caster delivers an electrical shock to an already charged target a distance away through use of a metal conductor, like a wand. (tier 2-4) [*]Impact shock – the caster delivers a powerful electrical shock to any target by making physical contact with them. (tiered: 1-3) [*]Arc Lightning – a powerful offensive skill that focuses a massive charge and then unleashes it upon a target. If the target is conductive, Arc Lightning can jump to nearby targets, gaining strength if they’re charged. This spell can easily kill humans and can be incredibly dangerous in environments with large amounts of water or metals, potentially decimating small armies. (tiered: 4-6) [*]Commandment - a subtle offensive skill that forcibly takes control of a living target's body by manipulating the electrical signals within neurons and forcing muscles to move or still at the caster's command. (tiered: 6-7) [*]Disintegrate - A devastating offensive spell that disrupts the covalent bonds between atoms and results in a target rapidly tearing itself apart. (tiered: 5-7)[/list] [center][h3]Defense[/h3][/center]With Magnetic mages, the line between offense and defense is often blurred, as they tend to be masters of subtle and sneaky techniques that cause their opponents to destroy themselves or set them up to be countered mercilessly (or, you know, just give them a charge and attract/repel them at high speeds into things). [list][*]Internal Detection - a grounded Magneticist creates a trigger spell in their nervous system that will respond to internal chemical tampering by delivering a slight shock and alerting them to the attempt. (tiered 2-3) [*]Repulse (Wreck Chems & Wreck Bloods) – This spell builds upon Internal Detection. A grounded caster builds up energy and sets a polarized trigger for a retaliatory spell to strike as soon as the chemicals or matter in his body are tampered with. These counters are often highly effective, as the attacker is focused on the oft-delicate manipulation of their own spell. (tier 3-5) [*]Polarize – the caster polarizes the magnetic charges existing within a target, making it highly vulnerable to self-damage when trying to attack using conductive mediums and even at risk of being torn in half by a strong attract/repel combo. (tiered: 3-5) [*]Anti-polarize – the caster removes naturally existing polarizations from the target, particularly from liquid mediums such as water. This can wreak havoc on a molecular level, resulting in a target potentially destroying itself if it tries to take action or draw energy immediately after being anti-polarized. (tiered: 3-5) [*]Paralyze – The caster blocks the depolarization that cells undergo to activate their resting energy potential and the ability of neurons to send signals, resulting in a living target being temporarily paralyzed. Exceptionally skillful and powerful casts can permanently fry neurons and cells, resulting in serious injury or death. (tiered: 4-6)[/list] [center][h3]Utility[/h3][/center]Magnetic mages tend not to directly favour utility spells, most of their repertoires being multifunctional. However, their ability to set up their environments, manipulate electric currents, and move charged objects using magnetism can be helpful and, in some cases, double as powerful offense. [list][*]Attract – the mage uses an opposing charge to pull a charged target towards her or any appropriate conductors in the area. (tiered: 1-3) [*]Repel – the mage uses an identical charge to push a charged target away from her or any appropriate conductors in the area. (tiered: 1-3) [*]Transmit – a caster with fine control can act as a conduit, drawing and discharging electric current in a smooth, constant flow to power items that use electricity. Unfortunately, there aren’t many in an Early Modern-era world…yet. (tier 3-5)[/list][/hider] [hider=Arcane Magic][center][h3]Drawing[/h3][/center]Arcane magic uses the radiative energy of heat and light as a power source. As a result, it has a virtually limitless supply of power during the day and in warmer places and considerably less at night and in colder places. [list][*]This also allows the act of drawing heat to be something of an offensive capability in its own right, since doing so to a great enough degree can be fatal to living things. [*]Heat is a powerful and unpredictable source that comes in many forms, from benevolent to destructive, so it is recommended that magic users with an ARS rating below seven exercise extreme caution when drawing from it. While less intense, the sheer abundance of light-based sources can be overwhelming for magic users with a drawing capacity of below seven. Drawing should only be attempted at night or in low temperatures.[/list][center][h3]Offense[/h3][/center]Casts from this school focus on using heat and light in a multitude of different ways. Partially as a result, Arcane is easily the most balanced school in terms of offensive, defensive, and utility spells, boasting impressive flexibility that enables adherents to take either subtle or aggressive approaches. This, combined with the sheer abundance and ready availability of heat and light energy makes Arcane the preferred school for more mages than any other. In terms of offense, arcane magic users can focus the powers of heat and light to burn and blind. Intensely focused beams of light and heat can cut and burn holes in solid objects, while fire can spread rapidly and offensive draws can cause targets to freeze to death. [list][*]Wyvern’s Breath: redirects or channels intense fire at a target. Given the presence of the right materials, this can quickly spread a powerful inferno. (tiered: 1-3) [*]Lich’s Touch: draws the heat from a living thing, either stunning, weakening, or killing it depending on how much is drawn. (tiered 2-3) [*]Light of Ahn-Shune: a blinding flash of light that can stun, disorient, or even permanently blind a target. (tiered: 1-3) [*]Faerie Fire: focuses intense heat and light on a target, causing living targets immense pain and serious burns even to the point of death, and causing combustible targets to burst into flames. (tiered: 2-4) [*]Sword of Eshiran-Zept (Arcane Lance): a focused beam of pure heat and light that can burn through almost any target with impressive speed and range. (tiered: 3-5)[/list][center][h3]Defense[/h3][/center]Defensively, arcane magic can warp and bend the visible light spectrum to allow a user to disappear from sight and can manipulate temperatures and the surrounding environment to negate incoming attacks. [list][*]Burn Magic: scorches the caster slightly, but banishes all scent effects, tracking, and curses. (tiered: 2-4) [*]Blazing Aura: creates a whirling ring of fire around the caster that can burn incoming enemies, environmental nuisances, and physical projectiles as well as acting as a shield against cold-based spells. (tiered: 2-4) [*]Freezing Aura: draws all ambient heat from a ring around the caster, keeping him warm but causing his immediate surroundings to become intensely cold, freezing liquids and gases almost instantly and halting all but the most powerful chemical reactions. (tiered: 1-4) [*]Veil of Shadows: A simple spell that requires a large amount of energy but allows the user to darken her immediate surroundings and blend in to some extent. (tier 2-3) [*]Ahn-Shune’s Secret: For a small energy cost, allows the user to become invisible while remaining more or less still. Builds upon Veil of Shadows. (tier 3-4) [*]Ahn-Shune’s Enigma: For a moderate energy cost, allows the user or a target to become invisible, even while moving. Builds upon Ahn-Shune’s Secret. (tier 4-6)[/list] [center][h3]Utility[/h3][/center]In terms of utility, arcanists can create powerful illusions, as well as provide light and heat. Especially intense heat can cauterize wounds. [list][*]Ipte-Zept’s Blessing: fills the caster or a target with warmth. Can also have offensive and defensive applications. (tiered: 1-2) [*]Shune-Zept’s Torch: focuses light on an area to help one see. (tier 2) [*]Mercy of Oraff-Zept (Staunch): cauterizes a wound to prevent further bleeding. (tier 2-3) [*]Shune-Zept’s Trick: allows the caster to bend light and create powerful illusions. (tiered: 3-6) [*]Eshiran-Zept’s Army: By bending light, the caster creates a number of doppelgangers that appear exactly like her and mimic her actions even though they are noncorporeal. (tiered: 5-7)[/list][/hider] [hider=Binding Magic][center][h3]Drawing[/h3][/center]Binding magic is unique in that it is primarily a casting school. Drawing is rarely undertaken as it involves not the repurposing of energy but the repurposing of matter by destroying it and using its potential energy. In some cases, this can be used to remove foreign objects from the body and treat patients or to prevent harm. However, the 'blood price' of turning matter into energy is not a reputable form of magic and is strongly discouraged outside of healing utility. [list][*]The sacred duty of those who use The Gift for Binding is to heal, help, and protect. The offensive uses of drawing for this school of magic are not relevant to its use. [*]A Binding mage must be highly skilled in the art of drawing, so as not to inflict any harm while removing unwanted matter. She also needs to possess a thorough understanding of the human body and be skilled in the art of converting, for when other -less dangerous - sources of energy are required. Due to the abundance of sources and the horrifying destructive potential of Binding magic if misused, it is only taught at the most prestigious of academies and only to students who pass a rigorous set of tests designed to gauge their intellectual and moral fortitude.[/list][center][h3]Offense[/h3][/center][list][*]Binding Magic is not used for offense.[/list][center][h3]Defense[/h3][/center]The ability to covert matter into usable energy, and vise versa, makes Binding a massively powerful school of magic on the defensive side of the ledger. Binding practitioners can destroy enemy projectiles, heal wounds from trivial to fatal, invigorate allies, and materialize physical barriers for protection. [list][*] Gift of Eshiran-Zept: a magic user draws offensively from a projectile or other physical object, destroying the threat that it represents. (tiered 1-3) [*]Gift of Oraff-Zept: a magic user reconstitutes matter, creating a simple object such as a barrier or bandage, for the purpose of healing or protection. (tiered 3-5) [*]Gift of Ahn-Eshiran: harmful foreign substances and damaged flesh are removed from the body of a target and destroyed. (tiered 3-6) [*]Gift of Ahn-Oraff: surrounding energies that could be used by enemies to draw from are instead used to power the rapid growth of organic matter, denying them to users of other schools of magic. (tiered 3-5) [*]Nourishment of Ahn-Oraff: simple food is created to feed and nourish the magic user and allies. (tiered 4-5) [*]Nourishment of Oraff-Zept: wounds are healed through the creation of new flesh. (tiered 3-7) [*]Supreme Mercy of Ahn-Eshiran: a recently deceased ally is restored to life by healing fatal wounds and using advanced chemical and magnetic magic to restart metabolic and nervous processes. (tier 7) [/list] [center][h3]Utility[/h3][/center]There is significant overlap between defense and utility when going the Binding route, but this school of magic remains a powerhouse. The ability to create passages for allies and obstacles for enemies is of considerable use. One may also materialize simple, useful devices. Exceptionally skilled Binders may even 'seal' simple spells by creating items that, when drawn from, release the necessary energy and type of matter for the spell. [list][*]Promise of Ahn-Shune: An object is created which, when drawn from with Binding Magic (no matter how weak) and coupled with the correct focus words, automatically consumes itself and casts a minor spell. (tier 3-5) [*]Promise of Shune-Zept: An object is created which acts as a trigger for a powerful spell. When the correct focus words are spoken, the item acts as a conduit through which its creator channels energy to the caster or target, allowing for a massively powerful spell. The item itself is then consumed upon use. (tier 4-6)[/list][/hider] [hider=Chemical Magic][center][h3]Drawing[/h3][/center]Chemical magic uses the power of chemical reactions as a source. It can use smaller reactions to trigger larger reactions, amplifying the power of the initial spell exponentially. [list][*]As such, it is an extremely energy-efficient school of magic, though if a magic user creates a spell that contains more energy than that magic user can safely draw, he loses control of the spell and it becomes a runaway spell that can harm him. [*]Chemical magic is a very accessible school. There are chemical reactions of many different strengths, so almost any magic user can find something that suits her. However, attempting to amplify spells is strongly discouraged without proper training, as these can quickly spiral out of control.[/list][center][h3]Offense[/h3][/center]Chemical mages are known for their terrifying array of offensive skills, and these come in two primary varieties: External and Internal. The former focuses on manipulating and often chemically altering the environment to generate powerful reactions in the form of combustion, explosions, and corrosives, which can be further perpetuated for cataclysmic results. The latter focuses on manipulating the biochemical properties of a living target’s body to injure, incapacitate, dominate, or destroy it. [list][*]Touch of Fire: mixes target substances and adds heat in order to cause combustion and fire. Can amplify, intensify, and spread fire. Given enough energy and the presence of the right fuel, can result in a hellish inferno. (tiered: 1-3) [*]Gaze of Sloth: drains a living target of the metabolic and chemical energy that allows it to move, causing it to collapse and often to go unconscious. (tiered: 3-4) [*]Touch of Corruption: turns normally inert substances violently reactive or corrosive by rendering them highly acidic or basic. (tier 3) [*]Gaze of Terror: Amplifies the production and effect of fear-inducing hormones such as corticotropin releasing hormone (CRH) and cortisol, paralyzing an enemy with extreme fear. Far more effective on static enemies. (tiered: 2-3) [*]Touch of Fury (Blockbuster): alters the chemical composition of target substances, or combines them in such a way that an explosion results. This explosion can be amplified, intensified, spread, and perpetuated based on the availability of combustibles and the skill of the mage in improvising them and controlling the results. Under the right conditions, it can level an entire block. (tiered: 2-5) [*]Gaze of Agony: biochemically stimulates pain receptors to cause the target to feel pain, from mild discomfort to crippling agony. Far more effective on static enemies. (tiered: 3-4) [*]Touch of Doom: tears the chemical bonds of molecules within a target apart, resulting in disastrous and (in the case of living targets) lethal reactions and often causing it to disintegrate, combust, or implode. (tiered: 3-4)[/list][center][h3]Defense[/h3][/center]While they are offensive powerhouses, Chemical mages are markedly weaker on defense, relying predominantly on their ability to keep opponents on the back foot and, at higher skill levels, to deceive and dominate them mentally. That doesn't mean that they're helpless though. [list][*]Gaze of Confusion: alters chemical signals within a living target at random, often causing seizures, temporary forgetfulness, distraction, and confusion. Results may be unpredictable. (tiered: 1-3) [*]Gaze of Deception: alters the chemical properties of the signals sent by the senses to the brain, resulting in low-level illusions and the removal of images from a target’s vision. Far more effective on static enemies. (tiered: 4-6) [*]Gaze of Dominion: alters the chemical signals sent to a target’s muscles telling them to move in a certain way, and redirects the target’s body to do the caster’s bidding. Far more effective on static enemies. (tiered: 6-7)[/list][center][h3]Utility[/h3][/center]In terms of utility, Chemical mages possess a plethora of skills beneficial to both themselves and allies, from minor casts augmenting moods and abilities, to transmutation, to powerful healing and even resurrection spells. In fact, many consider healing-focused Chemical mages to be a subset of Binding. [list][*]Blessing of Joy: Floods a living target with and stimulates the production of endorphins, causing happiness. (tier 2) [*]Blessing of Vigor: Floods a living target with and stimulates the production of adrenaline, allowing for quick action and a short-lived boost to strength and toughness. (tiered: 1-3) [*]Blessing of Expulsion: neutralizes the chemical properties of poisons, toxins, and corrosives within a chosen target. (tier 3) [*]Blessing of Transformation: Alters the chemical structure of a target, transmuting it into another substance. This spell works best on targets of uniform composition. (tiered: 4-6) [*]Blessing of Flight / Touch of Force: Channels the reaction of combustible materials directionally, resulting in a rocketlike boost. Can also be used as a short-range offensive spell. Extremely energy intensive. (tiered: 4-6) [*]Blessing of Life: Starts or restarts metabolic and neurological processes within a not-yet-alive or recently deceased target, bringing it to life or bringing it back to life. (tier 6-7)[/list][/hider] [hider=Kinetic Magic][center][h3]Drawing[/h3][/center]Kinetic Magic uses the power of kinetic energy as a source, meaning that the simple act of anything with mass in motion can power it. It also interacts with less obvious forms of motion and energy, such as sound waves and gravity. [list][*]As with Arcane magic, the act of drawing can be offensive magic in its own right, as drawing the kinetic energy from something can cause it to stop moving. [*]While kinetic sources are all around us and accessible to magic users of all ability levels, they must be treated with caution. Draws should be carefully measured so as not to either overwhelm the drawer by tapping into too large and powerful a source or disturb the movement of sources too greatly.[/list][center][h3]Offense[/h3][/center]There are three distinct approaches to kinetic offense. The first seeks to manipulate motion and sound within the environment to use it against the target. The second focuses on offensive drawing and manipulating the target itself. The third approach uses the kinetic energy of the environment to turn the caster’s body into a powerful weapon. [list][*]Siphon momentum: draws momentum from a moving target, slowing it and redirecting that energy into the caster. (tiered: 1-3) [*]Deadstop: stops a target completely, rendering it motionless and filling the caster with energy. (tiered: 2-4) [*]Sonic Blast: intensifies and loudens sound waves as they move through the air, resulting in a powerful, deafening blast that can stun and disorient living targets in its area of effect, often knocking them unconscious. Lethal to smaller targets (tiered: 3-4) [*]Heart Killer: stops the motion of a living target’s beating heart, causing it to either be stunned, or if held long enough, to die. (tiered: 4-5) [*]Solid Telekinesis: allows the caster to manipulate solids, moving them where she wishes. (tiered 1-3) [*]Liquid Telekinesis: allows the caster to manipulate liquids, moving them where he wishes. (tiered 2-4) [*]Gaseous Telekinesis: allows the caster to manipulate gases, moving them where she wishes. (tiered 3-5) [*]Plasmatic Telekinesis: allows the caster to manipulate plasmas, moving them where he wishes. (tiered 4-6) [*]Displaced Strike: Instantly displaces the momentum of a moving object to a different place as directed by the caster. (tiered: 4-5) [*]Augmented Strike: augments a physical blow to impact its target as if it is carrying significantly more momentum than it actually is. At high levels, you can literally hit like a freight train. (tiered: 1-6)[/list][center][h3]Defense[/h3][/center]Defensively, Kinetic magic’s telekinesis can allow its caster to throw objects into the path of attacks to act as shield instead of using them as offense. Additionally, the manipulation of sound is a subtle but powerful tool. [list][*]Impart Momentum: increases the momentum of a moving target, accelerating it using energy drawn from somewhere else. (tiered: 2-4) [*]Sonic Break: redirects sound waves as they move through the air, making them seem to come from a different source. (tiered: 2-4) [*]Sonic Bend: alters sound waves as they move through the air, changing what is eventually heard. (tiered: 4-6)[/list][center][h3]Utility[/h3][/center]In terms of utility, the telekinetic abilities of the kinetic school are front and center, though their multifunctional nature makes them potent offensive and defensive tools as well. Kinetic spells can also augment their caster’s movements and help him to levitate, making him a very elusive target. [list][*]Sonic Negation: draws all of the energy out of sound waves, creating a perfect silence. (tiered: 1-3) [*]Heroic Leap: imbues a caster’s jump with a great deal of additional momentum, and then draws momentum away from the caster before she lands, pouring it into the next jump or cast. Requires a chain of casts and fast reaction time. (tiered: 2-4) [*]Levitate: raises the caster off of the ground. Can be combined with other spells to simulate flight. (tiered: 2-3) [*]Wings of Magic: maintains a constant energy loop, drawing from gravity, and further employs telekinesis to move the caster through the air. (tiered: 2-6)[/list][/hider] [hider=Atomic Magic][center][h3]Drawing[/h3][/center]Atomic (Deep Arcane) magic draws from the immense power created by destroying and fusing atoms. As a result, it can generate massive bursts of energy and power monstrous spells. [list][*]However, nuclear reactions simply don’t exist in nature aside from the insides of stars. These must first be created by powerful casts from other schools. Only then may they become self-sustaining. [*]Drawing from Atomic sources requires a considerable initial power investment as well as a good deal of precision. It also generates a sudden burst of great power that can be difficult to contain when drawing. Therefore, only the very strongest of magic users, with RAS ratings above 8.25, are advised to attempt it.[/list][center][h3]Offense[/h3][/center]Atomic Magic is not a standalone school, being dependent upon energy generated through other draws to kickstart its extremely powerful atomic fusion and fission processes, hence its more common title: "Deep Arcane". However, its offensive skills, though limited in terms of options, are virtually unparalleled for their sheer power and destructive capability. [list][*]Embrace of Ahn-Eshiran (Reaper’s Aura): The caster leaks deadly radiation into the area around himself, making attempts to approach him painful, weakening, and potentially deadly. (tiered: 2-3) [*]Wrath of Eshiran-Zept (Heaven’s Lance): The caster channels a sustained nuclear reaction in a specific direction, attacking targets with what appears to be an extremely long-range and very potent lance of pure energy. Requires considerable plasma manipulation skill. (tiered: 4-7) [*]Curse of the Wretched: mutates a target beyond recognition, depriving it of its thoughts, motivations, and former identity and rendering it very vulnerable to control spells. (tiered: 5-7) [*]Detonation (Unholy Fire): produces a grand nuclear explosion using fission, capable of decimating small armies, annihilating fortified buildings, and felling dragons. (tiered: 3-5) [*]Cataclysm (Godsbane): produces an enormous thermonuclear explosion of unparalleled might using fusion, capable of wiping out an army or leveling an entire city. Requires an enormous energy investment, draw time, and considerable spell projection range. (tiered: 5-7)[/list][center][h3]Defense[/h3][/center]In terms of subtle and reparatory defense, options are extremely limited within the Atomic school. However, Atomic mages are masters of direct preventative defense, though their energy usage is extremely high. Approaching a fully powered-up Atomic mage is often suicidal given the phenomenal radiation that their spells generate. [list][*]Protection of Oraff-Zept (Atomic Shield): Surrounds the caster or a nearby target with an energetic field that counters and neutralizes the radiation of Deep Arcane spells. (tiered: 2-3) [*]Hammer of Dami-Zept (Faceless Thunder): causes a multitude of tiny, controlled explosions that produce powerful directional shockwaves, making it impossible to approach the caster and difficult to strike her with projectiles. (tiered: 3-4) [*]Field of Fire: The caster focuses Reaper's Aura in a particular direction, intensifying it sometimes exponentially and melting anything within its short range conical area of effect. [*]Infernal Majesty: The caster temporarily empowers Reaper's Aura to the point that it melts any human-sized object that approaches within five yards in less than a second through hyper-intense radiation. (tiered: 5-7)[/list][center][h3]Utility[/h3][/center]Being a complementary school, and one weighted strongly towards offensive capabilities, Deep Arcane tends to be a bit light on utility, but nonetheless possesses a last-resort healing spell and the intriguing ability to generate near-perpetual energy. [list][*]Mercy of Ahn-Eshiran: sickens and weakens the caster or a selected target, but purges them of diseases, disorders, parasites, and biologically-based attacks. It’s basically instant chemotherapy. (tiered: 3-5) [*]Infinity Loop: initiates a fusion sequence within an existing radioactive material, creating an extremely powerful and near-inexhaustible energy source. (tiered: 3-5)[/list][/hider] [hider=Blood Magic][center][h3]Drawing[/h3][/center]Blood Magic is basically just Binding magic unfettered, and with more of an offensive focus. On a fundamental level, it functions differently from other magics. It does not draw its power from energy but rather from matter, destroying it in the process in return for its potential energy. Thus does this type of magic demand a ‘blood price.’ [list][*]As one might imagine, Blood Magic drawing is a powerful act of offense in and of itself. Matter is destroyed, and the more potential energy stored in that matter, the more energy is drawn. [*]It is not particularly difficult to control the amount of matter destroyed and therefore energy created, so blood magic is accessible to most mages. However, its use is strongly discouraged by all relevant authorities due to its destructive nature. Dabbling in blood magic rarely ends well.[/list][center][h3]Offense[/h3][/center]Blood magic casting does not focus on outright offense, instead favouring drawing for that purpose. Instead, it is infamous for its ‘marks’ and ‘curses’, which involve binding the physical matter of a target to either be drawn from when the curse is invoked or to have it cast upon them. [list][*]Blood Mark: Foundational skill that binds a curse, mark, or gift to a specified target, regardless of its location. When first invoked, the caster must make contact with the target. Depending on the strength of the cast and distance of the target, blood marks can last from minutes to years. (tier 2-5) [*]Mark of the Basilisk: Manifests repurposed matter inside of a target, often in the form of large sharpened spines. (tiered: 2-3) [*]Mark of the Bull: manifests repurposed matter as a heavy block above the target. Weak as a basic skill, but deadly when mastered. (tiered: 2-4) [*]Mark of the Wolf: Continuously manifests repurposed matter as small, sharp blades above, below, or in the path of a target every time that the magic user draws energy. Death by a thousand cuts. (tiered: 3-5) [*]Curse of the Snake: progressively drains and weakens a pre-specified target and transfers that energy to the caster. Think of it as a magical tapeworm. (tiered: 2-3) [*]Curse of the Dragon: disintegrates a pre-specified target, erasing it from existence and filling the caster with energy (tiered: 5-7)[/list][center][h3]Defense[/h3][/center]Defensively, blood magic can disintegrate physical projectiles before they reach their targets and can create physical shields out of reconstituted matter. Finally, it has access to all of the healing spells of binding magic but, in practice, few dedicated blood mages take the time to learn enough about human or yasoi physiology to be more than rudimentary healers on a utility level. [list][*]Bane of Stone: disintegrates solids immediately and turns them into energy. (tiered: 1-3) [*]Bane of Blood: disintegrates liquids immediately and turns them into energy. (tiered: 1-3) [*]Bane of Wind: disintegrates gases immediately and turns them into energy. (tiered: 2-4) [*]Bane of Fire: disintegrates plasmas immediately and turns them into energy. (tiered: 4-5) [*]Sign of the Ram: creates a thick shield capable of deflecting physical attacks (tiered: 2-4)[/list][center][h3]Utility[/h3][/center]Blood magic’s ability to disintegrate and reconstitute is useful for a form of teleportation and healing. When taught, the healing abilities are usually separated from the school of ‘Blood Magic’, combined with select Chemical and Arcane spells and designated ‘Binding’. However, there is nothing stopping a blood mage from learning binding spells. [list][*]Sign of the Frog: creates a large, extremely resilient and springy cushion. (tiered: 2-4) [*]Sign of the Mushroom: creates a massive sponge capable of absorbing liquids and neutralizing their properties. (tiered: 2-4) [*]Gift of the Bat: allows a caster to disintegrate a target in one place and reconstitute it in another, effectively resulting in teleportation. (tiered: 6-7) [*]Gift of the Cat: allows a caster to reconstitute lost or damaged flesh. (tiered: 3-6)[/list][/hider] [hider=Temporal Magic][center][h3]Drawing[/h3][/center]Temporal Magic draws upon the power of spacetime itself, and doing so without the greatest care can lead to disastrous consequences. Essentially, you're not drawing energy, you're drawing from time and space, tearing holes in it as you draw. [list][*]Temporal magic is little understood and considered a forbidden magic to all but Arch-Zenos and carefully-selected specialists and techniques for mastering temporal drawing are kept under lock and key in only the grandest of magic academies. The mere act of sensing spacetime in a manner that it could be drawn from is exceedingly difficult and involves potentially years of pushing physical, emotional, and mental boundaries to levels that might be very unsafe. [*]Drawing from the fabric of spacetime itself involves warping spacetime in some way. It requires immense power and concentration and is purely an act of chaos unless done with the utmost care and precision. It is not recommended that any magic user attempt to draw from Temporal sources.[/list] [center][h3]Offense[/h3][/center]The outright offensive capabilities of temporal casters would appear to be limited and are little understood, but what we know speaks to their status as the ultimate force of chaos, best avoided by mortal beings of any stripe. [list][*]Singularity: Disrupts spacetime to create a powerful gravitational vortex that destroys matter and even energy until cancelled. (tiered: 5-7) [*]Collapse Space: Erases a point in space by collapsing the space around it, eliminating anything within. (tiered: 3-4) [*]Collapse Time: Erases a point in time by collapsing the time around it, eliminating the effects of anything that took place within that time. (tiered: 4-5) [*]Create Space: brings a new point in space into existence, inserting it into the existing fabric of space. (tiered: 5-6) [*]Create Time: brings a new point in time into existence, inserting it into the existing fabric of time. (tiered: 6-7) [*]Decrepitude: rapidly accelerates the passing of time on a living target to age it to the point of decrepitude in moments. (tiered: 5-7)[/list][center][h3]Defense[/h3][/center]It’s difficult to say where defense, offense, and utility begin and end within the repertoire of a Temporal magic user, though the ability to reset a situation endlessly to the caster’s advantage has virtually unparalleled defensive merit. [list][*]Temporal Waypoint: creates a temporal ‘anchor’ that the caster or a target can return to following a temporal change. (tier 2) [*]Spatial Waypoint: creates a spatial ‘anchor’ that the caster or a target can return to following a spatial change. (tier 2) [*]Temporal Bypass: the caster temporarily removes himself from the spacetime continuum, like a stone skipping across water, bypassing the effects of any events which might've occurred there and then. (tier 5) [*]Compress Space: warps space, bringing two targets closer together spatially. Mastering Extend Space helps greatly with learning this skill. (tier 3) [*]Extend Space: warps space, forcing two targets further apart spatially. Mastering Compress Space helps greatly with learning this skill. (tier 4)[/list][center][h3]Utility[/h3][/center]Temporal spells represent the be-all and end-all of utility magic, able to imbue their casters with a virtually godlike control over their environment and situation. [list][*]Repeal Time: reverses time up to a maximum distance of the caster’s initial learning of this spell. (tiered: 3-4) [*]Rewind Time: brings the caster to an earlier time with no temporal limits. (tiered: 5-7) [*]Reject Time: slows or halts the flow of time around the caster, allowing him to alter his surroundings as he pleases until the spell is cancelled. Pausing time results in time pressure, a mental and incorporeal but physically felt weight that grows until it is unbearable and will crush the caster eventually. How long this takes depends on the power of the initial cast and the capacity of its caster. (tiered: 3-6) [*]Consume Space (Teleport): leaps forward in space to a maximum distance of the character's perception or memory. (tiered: 2-3) [*]Unwind Space (Teleport): brings the caster to a distant space with no spatial limits. (tiered: 4-5) [*]Consume Time: leaps forward in time to a maximum distance of the caster’s death. (tiered: 3-4) [*]Unwind Time: brings the caster to a later time with no temporal limits. (tiered: 5-6) [*]Portal: bends spacetime to create a wormhole between two spatially distinct places. (tiered: 3-5) [*]Embrace the Fabric: Not a cast so much as a state of being. A magic user’s understanding of space and time moves away from linear, dimensional models, freeing that magic user from the spatial limits of distance and the temporal limits of her own lifespan. (tier 7)[/list][/hider] [hider=Dark Magic][center][h3]Drawing[/h3][/center]Vanishingly little is known about Dark Magic and its few practitioners are inevitably tight-lipped about their practice. It is speculated that this form of magic draws from a source, known as the VOID, that exists outside of known reality. As such, it is a near-limitless and endlessly available source of energy. [list][*]Higher level Dark magic users are able to 'compress' the energy that they draw from the VOID, drawing less bu casting as if it is far more. The precise mechanism by which this is achieved is unknown, but likely has to do with the unique properties of 'dark energy'. [*]It is said that the very greatest of dark masters are able to bypass limits of energy capacity altogether in drawing and casting. Some maintain that they do not even truly 'draw' magic. They simply cast while immersed in the VOID. In truth, almost all of this is speculative and based on unsubstantiated rumour. [*]Given the shadowy and unknown nature of this magic and the manner in which it appears to break all known laws of magic, it is not recommended that any magic user attempt to draw from Dark sources.[/list] [center][h3]Offense[/h3][/center]Like virtually everything involving Dark magic, its offensive potential is shrouded in mystery. There are whispers of truly terrifying capabilities involving abominable creatures and beings torn from the all-encompassing VOID, objects manifested into being from nowhere, and the very warping of reality itself. None of these wild claims has been conclusively proven, however. [list][*]Dark Bolt: the caster calls forth a bolt or beam of energy from the VOID, capable of tearing through and disrupting reality. (tiered: 2-4) [*]Wound Reality: the caster tears a hole in reality and the VOID and allows the latter to leak into the former, corrupting or erasing all that it touches. (tiered: 3-5) [*]Wall of Shadow: the caster replaces reality with the void, either trapping, corrupting, or erasing anything within. (tiered: 6-7) [*]Remove from Reality: the caster tears something or someone from reality and hurls him into the VOID, erasing him from this universe and causing seemingly irreversible corruption. (tiered: 4-6) [*]Corrupt: A target is hurled into the VOID and forcibly torn back out as a warped and twisted shadow of its former self. It may be bound to the caster in obedience. (tiered: 5-7) [*]Call Forth Creature: a creature of considerable ability but no intellect, obedient to the caster, is called from the VOID and manifested into reality. (tiered: 3-5) [*]Call Forth Corrupted Being: a being of great power but lesser intellect is called from the VOID, obedient to the caster, to do his bidding. (tiered: 4-6) [*]Call Forth Pure Being: an uncorrupted being of immense power and intelligence is allowed to step forth from the VOID, its gratitude to the caster making it likely to be loyal. (tiered: 5-7)[/list] [center][h3]Defense[/h3][/center]It’s difficult to say where defense, offense, and utility begin and end within the repertoire of a Dark magic user, though the ability to pull objects into and push them out of the universe itself, as well as the warping of reality makes for supreme defensive uses. [list][*]Hungering Shield: an instance of the VOID is opened in front of the caster and any object or energy that passes into it disappears and is lost. (tiered 2-4) [*]Call Forth Shadows: the darkness of the VOID is used as a shroud and a shield, surrounding the caster without pulling her in and blocking all senses of outsiders, including energy senses. (tiered: 4-6) [*]Embody Shadows: a dark magic user removes herself from reality, instead traveling through the VOID and reemerging where desired. (tiered: 5-7)[/list] [center][h3]Utility[/h3][/center]Dark spells represent the be-all and end-all of utility magic, able to imbue their casters with a virtually godlike control over their environment and situation. [list][*]Commune with the VOID: the caster is able to rip through the fabric of spacetime to access the power of the VOID beyond. This is the foundational skill of this school. (tiered 1-4) [*]Call Forth Item: the caster tears an inanimate object from the VOID. (tiered: 3-5) [*]Step Into the Abyss: a portal into the VOID is created, allowing the caster and chosen allies to step through into it, removing themselves from reality. (tiered: 5-6) [*]Consume Aberration: the caster consumes an aberration of spacetime, empowering her without the negative side effects that others suffer. (tiered: 2-3) [*]Power from Nothingness: the dark energy of the VOID is drawn from and converted to a more manageable form of energy for allies to use, the caster acting as a conduit. (tiered: 2-4) [*]Embrace the VOID: Not a cast so much as a state of being. A magic user’s understanding of reality moves away from the idea that there is a single objective one, allowing that magic user to free himself from the limits of linear reality-based thinking and allowing him to exist in multiple realities without corruption. (tier 7)[/list][/hider] [hider=Command Magic][center][h3]Drawing[/h3][/center]As it deals directly with the manipulation of manas themselves as opposed to energies, Command Magic is not a ‘magic’ in the truest sense, though it is called one. While energies may be used to enhance its effects through other schools, there is no such thing as ‘Command Energy’ and, hence, no such thing as ‘Command drawing’. [list][*]Instead, this form of magic acts upon its environment by employing its users' manas to commune with and control manas around them. [*]The neural networks of mages interact with their manas to exert control over them. However, command mages are able to reverse this process, and many of their spells essentially use the manas of their targets to exert control over them.[/list] [center][h3]Offense[/h3][/center]Command magic is little-used and less understood. As a school whose schools are based on specific prompts and those alone, it works a good deal differently from most others, and attack, defense, and utility are often interchangeable and the lines between them blurred. That said, this type of magic is ultimately known for its terrifying array of offensive abilities, as shown below. [list][*]REVOKE - Forces manas to revoke their territoriality over their host, leaving that person susceptible to being drawn from. (tiered 1-3) [*]RUPTURE - Guides manas to clot in specific places, causing blockages and ruptures. (tiered 2-4) [*]GORGE - Compels manas to continue drawing well past their capacity limits, leading to explosive death and detonation. (tiered 2-4) [*]KNEEL - somewhat more advanced than the foundational utility spell SUBMIT, this builds upon it, forcing a physical reaction that incapacitates its targets and renders them incapable of action. (tiered 2-4) [*]WITHER - Causes manas to rapidly die off, depriving a target of their ability to draw and cast or at least weakening these abilities. (tiered 3-5) [*]IGNITE - Compels manas to rescind their instinctual energetic protection, leaving their host to suffer the ill-effects of an overabundance of energy contained within their body. Can be mass-cast. (tiered 4-6) [*]OBEY - compels manas targeted via SUBMIT or KNEEL to exercise control over their hosts and do the user’s bidding. (tiered 4-6)[/list] [center][h3]Defense[/h3][/center]Much of the Command school’s defensive uses come in the form of preventative empowerment, extension of spell durations, and the ability to resist mana blocking and jamming effects. It is fundamentally not a school designed to physically resist attacks, as many of its other spells preclude these being launched against its users in the first place. [list][*]RENEW - repeats and renews the last command used on a targeted mana colony, reinforcing it so that breaking free of its control does not become easier as time passes. (tiered 2-4) [*]RESIST - forcibly inures manas to the effects of mana-agitating frequencies and waves that hamper or preclude the drawing, sensing, and casting of magic. (tiered 2-4) [*]PROSPER - encourages manas to reproduce at a highly accelerated rate, rapidly raising the capacity of the target: usually the user or an ally. (tiered 3-5) [*]ASCEND - compels manas to replicate using magic, making instant copies of themselves using their genetic mapping and immediately raising the capacity of the target: usually the user or an ally. (tiered 5-7)[/list] [center][h3]Utility[/h3][/center]Many Command spells are fundamentally multifunctional. However, there are a small number that play well-defined roles in enabling other spells to function and empowering, assisting, or sabotaging targets without being directly offensive or defensive in nature. [list][*]COMMUNE - the first skill that many Command mages learn, this is a basic one that allows its user’s mana colony to commune with manas outside of itself. Rarely used outside of granting boons once SUBMIT is learned. (tier 1) [*]SUBMIT - the second skill that many Command mages learn, this builds on COMMUNE and forces targeted manas to submit to the control of the user’s manas. (tiered 2-3) [*]MIMIC - Alters what types of mana exist within the bloodstream of the target - usually oneself or an ally - by forcing a small number to mutate to match an ingested sample and rapidly reproduce. (tiered 3-5) [*]UNITE - encourages separate mana colonies to remap themselves to include other manas not formerly part of them. (tiered 3-5) [*]DIVIDE - encourages a targeted mana colony to remap itself to exclude manas that were formerly part of it. (tiered 3-5) [*]CONQUER - empowers a targeted mana colony - usually that of an ally - to commune with other colonies and command them with guidance from the user’s colony. (tiered 5-7) [*]TRANSFORM - A more advanced version of MIMIC, this spell transforms what types of manas exist within the bloodstream of the target - usually oneself or an ally - by compelling them to alter their structure and become other types. (tiered 5-7)[/list][/hider] [hider=Primordial Magic][center][h3]Drawing[/h3][/center]There are whispers within the Violet Enclave of a type of magic even beyond Dark and Command: one that seems to rewrite the rules of reality itself. It is hard to say if there is any truth to these, however. Such a feat would seem impossible based on our current understanding of magic. In any event, nobody has ever seen or heard of an actual 'Primordial Mage' aside from a few questionable texts from disreputable sources.[center][h3]Offense[/h3][/center] Who's to say exactly what the fabled 'Primordial Mage' could muster in terms of offensive magic. There's a rumour that they can reverse, modify, and ignore the basic laws of physics and thermodynamics, but there's one problem with that absurd conjecture: nobody's actually ever seen it happen. Honestly... Primordial mages aren't real. They can't hurt you![center][h3]Defense[/h3][/center]Yes, the Primordial mage will defend himself with the power of... whoosh! It's gone! Seriously, if he ignores reality, then how do we even know he [i]exists[/i]? No reputable practitioner believes in Primordial Magic.[center][h3]Utility[/h3][/center]Could you imagine being able to separate yourself from the very constraints of reality? How wondrous would it be to just [i]manifest[/i] things into or out of existence! Many people with vivid imaginations have wished it were so. 'Primordial Magic' is the result of their daydreams.[/hider] [hider=Unlockable Spells][h2]Unlockable Spells[/h2][h3]Atomic School[/h3] [b]Ahn-Oraff's Furious Creation:[/b] fuses elements together to create heavier elements. At its highest skill levels, it can create complex shapes and fuse multiple elements. The heavier the element, the more difficult its creation and the more energy required. (Utility/Offense: tiered 4-7) [b]Ahn-Ipte's Coldest Kiss (Bladeless Hilt):[/b] focuses intense radiation into a micometer-thin blade capable of slicing through anything. Can be made visible or invisible. Can more or less be turned into a lightsaber. (Offense: tiered 5-6) [h3]Arcane School[/h3] [b]Shune-Zept's Sight:[/b] Warps infrared and ultraviolet light to make them visible to the caster. At high levels, this extends to allies. (Utility: tiered 2-4) [b]Burning Dash:[/b] on a microthermal level, excites the matter inside of something to make it move with increased speed. (Utility: tiered 3-4) [b]Razor of Light:[/b] focuses an extremely narrow wave light beam at a target, marking it at low levels and ruthlessly punching or slicing through it at high levels. Can be made invisible. (Offense/Defense: tiered 3-5) [h3]Chemical School[/h3] [b]Supercooling:[/b] Keeps a substance liquid below its freezing point, allowing for near-indefinite storage, survival in extreme temperatures, and flash-freezing. (Utility: tiered 3-5) [b]Coldfire:[/b] Creates invisible flames that do not require combustion and can near-instantly be turned into a raging inferno with minor chemical manipulation. Under the right conditions, they can produce powerful directional shockwaves for a hybrid Kinetic spell. (Offense/Utility: tiered 3-5) [h3]Kinetic School[/h3] [b]Bonecrusher:[/b] locally increases gravity to exert immense force and generate energy. At high levels, it can cause bodies and solid objects to break. (Offense/Utility: tiered 4-7) [b]Lightening Touch:[/b] locally decreases gravity to exert lesser force and diminish energy. At high levels, it can lead to controlled flight but also cause some objects that rely on gravity to disintegrate. (Offense/Utility: tiered 4-7) [h3]Magnetic School[/h3] [b]Bloodwarping:[/b] allows the caster to manipulate the iron content in blood and metallic content in the body to cause deficiencies, weaponize it, or even exert subtle control. (Offense/Defense: tiered 4-6) [b]Skywalking:[/b] by imbuing surroundings and the self with repelling charges, the caster can simulate flight, often at very high speeds but lower altitudes. (Utility: tiered 2-5)[/hider]