[quote=@ERode] Will be rolling things out gradually, but... [@Abstract Proxy] For Vera's spells, it'd be best if you just specified what Vera herself can currently accomplish with her spells, rather than the entirety of a spell's capabilities and intricacies. For Symbol, the way the magic system here works is that a written spell needs to be completed in whole; you won't be able to later on add an extra bit of script onto a pre-existing written spell to turn it into a trap. For Shield, both spoken and written spells are a one-and-done sort of thing, so you wouldn't be able to pump more magical juice into a Shield that's already completed in order to bolster it enough to block attacks that are tougher than they appeared. [/quote] Thanks! Here is a more curated version of her spells (feedback is once again appreciated!). TL;DR: Added some terrible Latin, simplified Dispel Magic, swapped out shield for a sphere (laying out some clear limitations), dropped Symbols (felt too prepared for Vera) / replaced it with a movement restricting form of cone of cold (thx, DnD), and finally simplified imprisonment a bunch. [hider=All About Vera's Abjuration Spells] ✧ [i]Dispellere[/i] (Dispel Magic) Targeting a creature, object, or magical effect within 120 feet, Vera dispels active spells at work on her chosen target. The exact number of spells that are dispelled depends on the level of magic employed to cast said spells and the time Vera has to cast her own magic. Given the on the fly nature of reaping Wisps with a capital W, Vera generally favors quick off the cuff verbal applications of dispel magic. However, when there is a need for a powerful shaped charge of magic countering energy, Vera has been known to commit the spell to writing in an ornate script befitting only the finest calligraphy books. ✧ [i]Globus invulnerabilitatis[/i] (Globe of Invulnerability) By channeling her magic through spoken or written words, Vera creates a faintly shimmering magical barrier around herself that protects her from physical and magical damage. The magical sphere appears in a 10-foot radius around Vera and remains for up to a maximum time of a minute. To guard against more powerful attacks, Vera requires more preparation. Weathering a blow from a very powerful foe, many foes at once, or very many powerful foes would require a lengthy amount of chanting or sizable stack of elaborately written spells prepared well in advance. Provided that the magical barrier holds, spells cast from outside of the barrier have no effect on creatures within the barrier and physical blows do nothing more than send sparks of magic into the air. ✧ [i]Frigore Pyramidem [/i](Cone of Cold) Slinging a modified variant of the evocation spell, Vera sends a blast of cold air hurtling forward from her hands, freezing creatures caught in the frost solid and otherwise significantly slowing down their movements. In addition, those impacted by the spell suffer the ill effects of severe frostbite and receive moderate cold damage from the icebound air that envelopes them. The spell has a maximum range of some 60 feet. ✧ [i]Vincula Fati[/i] (Imprisonment) Summoning magical restraints, Vera firmly roots a target to the ground, holding them in place with the heavy ethereal binds. The target is bound until the spell is dispelled or ended by the caster, preventing any movement beyond that permitted by the spellcaster. Cast verbally, the spell takes a minute for Vera to cast. Writing the spell takes significantly longer, but allows the spell to restrain much more powerful targets. Thematically, Vera prefers to inscribe the spell on objects such as chains, ropes or other bits of string. A decidedly close range spell, Vera must be within 30 feet or less to be able to magically imprison her foes. The lucky or powerful can avoid being bound by the spell by resisting the underlying magic at work. [/hider]