[center][h2][b][color=black]⇂[/color][color=lightblue]↿[/color] [color=silver]Lhirin[/color] [color=lightblue]↾[/color][color=black]⇃[/color][/b][/h2][img]https://i.imgur.com/g3AJZo1.png[/img] [b][color=black]⇂[/color][color=lightblue]↿[/color][/b] [color=silver][b]“Knowledge permits everything.”[/b][/color] [b][color=lightblue]↾[/color][color=black]⇃[/color][/b][/center][hr][indent][hider= ][img]https://cdn.discordapp.com/attachments/1007015292976771243/1165066157460557824/yoshua_Exotically_beautiful_man_golden-orange_hair_with_black_t_03a6032e-9c1a-48b4-b06b-c3933e6cc4a0.png?ex=65457f69&is=65330a69&hm=70a1214fc81b53e4f4062f524858ef02e591f0831f5709e79c5497714cc5e2f1&[/img] [h3][b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=lightblue]Bio[/color] [color=black]▼[/color][/b][/h3][hr] [b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=Silver][u]Name:[/u][/color][/b] Lhirinthyl. [b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=Silver][u]Race:[/u][/color][/b] Ascended Deigan (Hybrid). [b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=Silver][u]Age:[/u][/color][/b] 132. [b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=Silver][u]Height:[/u][/color][/b] 5’9. [b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=Silver][u]Affinity:[/u][/color][/b] Lightning. [b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=Silver][u]Soul Strength:[/u][/color][/b] 6.05kWh. [b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=Silver][u]Social Standing:[/u][/color][/b] Exiled Vagabond. [b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=Silver][u]Languages:[/u][/color][/b] Fermian(Native language), Rodorian(Fluent), Kirkinian(Nearly Fluent), Penin(Fluent), Melenian(Limited), Catalohne(Read/write), and Gazzerashei(Fluent). [b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=Silver]Appearance:[/color][/b] [indent]Possessed of the exotic beauty of his people, Lhirinthyl takes after his father in overall appearance, though he only stands at roughly 5’9 in height. Thin and lithe, with silver irises Lhirinthyl has the unique appearance of a mixed blood deigan as the golden feathers he inherited from his father are rimmed in an obsidian hue. While once he was the sort to keep himself well-appointed, his new situation has resulted in a somewhat bedraggled appearance. While his feathers are [i]usually[/i] well groomed, his clothes, and the dark bags beneath his eyes give away the reality of his situation. Nonetheless, Lhirinthyl has a certain presence about him, always moving with a purpose and giving off a sense of restrained power. Perhaps the most distinctive–and certainly the most expensive–item in his possession is a sheathed runeblade of surprisingly exceptional make. [hider=Additional Art][indent]Below is an official commission of Lhirinthyl from the wonderful TwistedFae. This displays Lhirin’s garb and equipment with a fair degree of accuracy–though his runeblade and sheath are not the most accurate. [img]https://cdn.discordapp.com/attachments/990696054951378975/1149255023071596595/lhirin.png?ex=65435925&is=6530e425&hm=ffacf874fdc45e6301349d384fe7187bb1b925bfe0255852738d023d519a23f7&[/img][/indent][/hider][/indent] [h3][b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=lightblue]Personality[/color] [color=black]▼[/color][/b][/h3][hr][indent][b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color][/b][i][b][color=Silver]Interests:[/color][/b][/i] [indent]Lhirin has an eclectic set of fascinations many of which border–to a degree–on obsession. Below is a rather short, very perfunctory list, of his interests. These are not in any particular order. [list][*]Anatomy [*]Magic [*]The Planes [*]Valderoth - God of Magic [*]Xoril - God of Secrets [*]Enchantment [*]The Ether [*]The Mind/Soul [*]Pending other additions lol[/list][/indent] [b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color][/b][i][b][color=Silver]Persona:[/color][/b][/i] [indent]Lhirinthyl is, for lack of a better word, [i]intense[/i]. A culmination primarily of his prodigious paranoia and exceptional intellect, this tends to manifest–internally–as a fierce desire to understand and account for everything around him. As a result, it’s rather easy for others to get the wrong impression. This is of course worsened by the simple fact that a great many irrational things frustrate him, something that he tends to have either too great or too small a filter for both of which can get him into rather difficult situations. After all, not speaking when spoken to can enrage some, whereas saying the quiet part out loud tends to infuriate everyone else. Many who have met him tend to sum him up rather simply as a [i]‘jerk,’[/i] this honestly fails to really encapsulate Lhirinthyl’s strange persona. On the one hand, he can be oddly thoughtful, often without meaning to be. After all, sometimes the truth [i]is[/i] just what someone needs to hear. Besides that, there is a sort of playfulness beneath his paranoia, an eccentric bent, and a twisted sense of humor that–for some–might even be considered weirdly charming. Sadly, his long isolation has buried much of his true self beneath the symptoms of his paranoia. Yet the intensity of his desires and fierce determination in tangent with a strange mixture of fearlessness and paranoia make him an undeniably interesting person to keep around–his various talents notwithstanding. Hidden beneath all of this is a caring dreamer, passionate about his craft, and intent upon revolutionizing magic for everyone in Reniam. Unfortunately, many of his more positive characteristics are often warped on their way up from the depths of his soul. Clear evidence of this is his propensity for fixation on seemingly insignificant details, not to mention his high likelihood of missing social cues. This fixation can happen both on details he understands–or at least believes he does–and on particularities that he finds particularly nonsensical or interesting due to his [i]lack[/i] of understanding.[/indent][/indent] [h3][b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=lightblue]History[/color] [color=black]▼[/color][/b][/h3][hr][indent][hider= ]Lhirinthyl grew up in the shadow of his father, a man with considerable wealth and power in the community, even as his mother hid in the man’s shadow and shielded her children from his judgment. Still, his childhood was a happy one, spent listening to stories from his mother’s culture. They were strange and unique tales from the True Deigan, even if they did have to make sure his father wasn’t near when she told them. Stories of mages and merchants, orphans, and castaways clawing their way up through society to make their way into the world intrigued him. Perhaps it was then that the pathway to his goals was set in stone. Yet, perhaps if things had been different, if his father had been more present with his son, the woes that were to come could have been avoided. Perhaps. Alas, ‘twas not so for by the time his father took any interest in his son’s exceptional memory, and talent for the arcane, that seed had well and truly taken root. With every book read and every piece of arcane knowledge, Lhirinthyl began to notice the negative space in the material. It was like everyone had taken something in particular for granted, the Planes. People used them to swear or exclaim, and some texts referenced them, and yet…at no point did he ever get the sense that anyone had really considered them properly. The only exception was the Dream Realm, the realm most closely associated with the Arcane. It was understood, to a certain degree, what caused the crystallization of spells, and naturally that the energy of that realm was what facilitated spellcraft. Mages explored it, plumbing the depths of the collective unconscious, as it were. Yet, spells of significance, those that revolutionized the craft, were startlingly rare. Much to his father’s joy, Lhirinthyl began to research on his own, taking a vested interest in the art. After all Lhirinthyl didn’t just want to learn bog standard spells, or simply iterate on the design of those who had come before him, no he wanted more than that. He wanted to [i]innovate[/i]. More specifically as he learned about the planes and the cosmology of their world–insofar as the leading scholars understood such things–he found that perhaps aside from the Favored or beings from such realms, modern mages had yet to truly harness the power of these places. Even the Dream, such as it were, seemed underutilized. It was something that surely could be harnessed more concretely. Though it was a technique that had been used long before his time, Lhirinthyl first delved into Lucid Dreaming, training himself to carry his waking consciousness into the Ether itself. With time he improved at maintaining the state, and even exiting the Self to explore beyond his own subconscious. With time he learned to use the Dream to better understand himself, and spellcraft as well. He used it to study, simply flipping through books, rather than reading them, and then using the malleable flow of time within the realm to review the information his subconscious had held onto. It was a useful technique, though it didn’t always work, nor could it entirely replace proper memorization. Gradually, the years wore on and his father began to lose interest, perhaps writing his son off as nothing more than a dabbler. The idea irked Lhirinthyl, but he never let the man know. Instead, he pondered how he could expand his repertoire of knowledge. One day it came to him in the form of a memory, a story really, one told to him by his mother. The moral of that particular story, he realized, had been simple…even if he’d never understood it until then. [i]Take what you must, just don’t get caught doing so.[/i] Like a lamp being lit, that single lesson showed him a new path, if a risky one. From that day forward, Lhirinthyl refocused a great deal of his efforts, turning his mind to iterating upon known spells as best as he could even as he gathered [i]intel[/i]--as he liked to call it–on other mages in his community. After all, the more spellcraft he knew, both theory and verified works, the less he would need to do to create what he truly desired—planar magic. Though he failed to notice, this obsession of his was leading him down a treacherous path. Nonetheless, when he was ready, Lhirinthyl stole from other mages, snatching research notes and spellbooks all in the pursuit of achieving the first of his many aspirations: Reaching the Realm of Dreams or, better yet, affecting permanent change that wouldn’t take him decades or centuries to accomplish. While he could certainly visit after a fashion, that was merely his soul, and all that he could do was control the nature of his dreams and explore what already existed. Any changes he made were ephemeral at best, lasting only so long as his soul remained to maintain them. It wasn’t enough, in fact, it was downright unacceptable. He wished to trawl the vast ocean of ideas, sift through the concepts formed by mortal kind, and record them as well. The whimsy of it called to him, but so too did the potential power that such a feat might bring, not to mention the doors it could open for further research. Could he draw directly from the Dream, could he enchant objects that could do so? Could he sift the infinite threads and currents of knowledge to discover spells that no other mortal had yet to make or even consider? What could such revelations allow? Might he step from one realm to another soul and body both? The idea delighted him and since it had come to roost within his skull, he found he could not escape it. So, foolishly, he’d stolen and pilfered, and snatched. Any scrap of magical research, any spellbook he could get his dextrous hands on. For some time Lhirinthyl went uncontested, uncaught, his own spellwork shifting to make his deeds easier. However, one cannot escape the consequences of their actions forever, and he was no different from any other in that regard. So it was that one day he was caught, one day he was brought up on charges. Yet, not all could be proved or even pinned on him. Surely a single man, let alone a boy, could not steal from so many mages. Surely their defenses, their precautions would have caught him sooner. His sentence was–as these things go–far kinder than it could have been. Still, he did not fight it, realizing that there was little point. To further anger all those mages would be folly. So he plead guilty, and his sentence was decided. Eight years of confinement. No tools for writing. He would pay in time, and time itself would wear down his memory such that all that he had stolen would erode within his mind. Though not happy that the thief would live, many of the mages were placated by his sentence. On that day, the story of his life crystallized in him a singularly important lesson. Sometimes, to win a war, you must first surrender several battles. You must lose, so that later you might win, or at least survive. Still, he was lucky, for while he was disowned, his family at least paid the fines for his transgressions. His father told him not to show his face in their community again and left never to visit him again. It stung, but what stung more was the disappointment in his mother’s eyes and the confused dismay in the gaze of his younger sister. He would likely never see her again and he knew the girl had adored him as only a sister could her elder brother. He could not watch them leave and he convinced himself that it was just as well that they’d never meet each other again. For there was one thing he knew. He couldn’t stop. This was too important. After all, why should only the gods know other realms? Why not men as well…. His family would be safer this way, far from him and his workings. The years dragged on, without a book to read, without decent company to talk to, yet he would not languish. He couldn’t, he simply would not allow it. He chipped at the stone of his cell and the wood of the single bed he was provided. He drew diagrams, runes, and incantations. Depictions of the realms as he understood them. Old spells he’d read from books he’d stolen. The guards surely thought him mad. After all, he spoke to himself, always muttering under his breath. It was nonsense to many of the guards, but the reality was simple. They were invocations, chants, notes he’d read, principles of magic. Anything at all that he could remember. However, it was his dream that buoyed him, for with them he reveled in the expression of his craft. Every word he’d ever read or written swirled in endless colorful patterns around him. He made diagrams of many colors, connecting words and ideas, concepts, and designs. In his dreams, he kept the spark alive. While he was awake, he made sure it would not diminish. He told himself he would forget not a single passage or phrase. Alas, the years wore on and despite his determination, something within him gave. While he maintained much of what he’d learned, other things slipped. When the guards jeered at him or threw insults to make his sentence worse, he found himself bereft of proper responses. He knew not how to feel or what to say. Yet, it wasn’t that his wit had left him, not precisely. Though it felt that way, some part of him knew that any tool left unused would grow dull or worn. So it was that as his way with people declined so too did his certainty. Where before he’d known their words to be untrue, he knew himself to be sane…now he doubted. Days and months passed and eventually the mutterings of his captors, the chuckles and mockery of their laughter as they watched him scratch desperately at the stone of his cell…it made him think. [i]‘Perhaps I am mad….’[/i]. Though the idea haunted him, he never stopped his work. So years slipped by, knowledge and skills slipped away, and eventually, the date of his release finally arrived. He was given only the clothing on his back and what few belongings his family had deigned to leave in the custody of the prison. It wasn’t much. Some clothes, some food, a bit of coin, and better than anything else…a single thick tome. To anyone else reading it, it would appear entirely mundane: A wide tome filled with stories, fanciful tales and other such wistful and useless things. The reality however was different, for it was the culmination of his research. When he finally had privacy again, as he made his way away from the city–knowing he could not stay–he looked over the tome. It didn’t take long for tears of joy to spring from his eyes for everything remained. The book had not been found, it was untouched, and likely his mother had left it here…knowing he’d always held a strange nostalgia for such things. More importantly though, with the fines paid, and his sentence served, he was finally free. This time, he would endeavor to keep it that way. With that in mind he wandered, bartering for knowledge where he could, researching on his own time and continuing his daily practice of the arcane going. Eventually, after a particularly harrowing encounter, where he thought he’d met his end–lying out away from the road, grievously wounded–a Deigan woman came upon him. Only later once she’d healed him did he come to learn her name: Deo’Irah, a True Deigan. Still healing as he was, the two traveled together for a time. Eventually, they came to a more long-term agreement and have been traveling together ever since.[/hider][/indent] [h3][b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=lightblue]Belongings [color=black]&[/color] Equipment[/color] [color=black]▼[/color][/b][/h3][hr][indent][hider= ][indent][h3][sup][b][u]General Supplies:[/u][/b][/sup][/h3][indent][list][*]Two small vials of piaan, well concealed. [*]Firestarter [*]A single small metal pot - now carried in Irah’s stagecoach. [*]Writing Implements. [*]A smattering of clothing, kept in the Stagecoach. [*]Enchanter’s Tools [*]Craftsman’s Tools (Anything portable). These have been acquired during his time with Irah. [*]A nice Hunter’s Knife. [*]Water flask. [*]Various odds & ends. [*]Various materials stored in the Stagecoach.[/list][/indent][/indent] [indent][h3][sup][b][u]NAME PENDING Ether Drill:[/u][/b] [i]Ether Drone Prototype[/i][/sup][/h3][indent]An exceptionally complex piece of enchanted artifice, this prototype is something Lhirin has created with the express intention of accessing the Ether more directly. At the very least it is his desire to create a sort of autonomous construct that can travel and sift through the Ether in his stead. This way spells and the like can be more easily discovered. However, at present, this ‘drone’ is more of a one-use drill that can punch a hole between Reniam and the Ether, allowing magical energy to spill into the former. The exact mechanism behind this process is not something he openly talks about with many. Additionally, it is worth noting that once the Ether Drill has been used its Sealing Stone battery will be depleted and thus must be manually refilled before it can once again be used. This can take quite a while to recharge especially given that Lhirin must do so manually as he has yet to find another reliable method to supply the enchantment with energy–though some obvious options do exist.[/indent][/indent] [indent][h3][sup][b][u]Official Name Placeholder:[/u][/b] [i]Lightning Rod Heirloom[/i][/sup][/h3][indent]An heirloom of over four generations in Lhirin’s family, these cylindrical stakes, currently six(6) in number are a unique piece of enchantment. Essentially, each of these lightning rods is composed of a pair of half-stakes, each with a single pointed end while one bears a slightly wider circumference. This allows the two half-stakes to fit into one another. There is a relatively simple mechanism within each of the six stakes that allows them to slip into one another, one stake sliding into the hollow cavity of another. This mechanism can also lock the joined half-stakes in a fully extended or fully nested state. When the half-stakes are nested within one another the small soul fragment within them does not power their enchantment making them safe to handle. Alternatively, when fully extended the enchantment becomes active, causing [NAME] to exhibit properties similar to the Galvanic Anchor spell.[/indent][/indent] [indent][h3][sup][b][u]Runeblade & Sheath:[/u][/b][/sup][/h3][indent]A paired Rune Blade and Sheath, the former with a blade of bronze and a handle of Etherite, the latter crafted of Ebony Wood. The Rune Blade and the Ebon Sheath are both inscribed with a number of Arcane Runes, notably Hardness and Sharpness. The blade alone is inscribed with the runes for Fire, Wind, Light, Earth, Lightning, and Protection. Additionally, the Blade is inscribed with three of Lhirin’s Spells: Electrify, Magnetize, and Bound Blade. The Ebon Sheath has spells inscribed on the inside of the sheath, the spells are as follows: Compress Air, Magnetic Field, Attuned Barrier, Voltaic Barrage, Lightning Spear, and Galvanic Authority. Notably, the scabbard can be disassembled for maintenance and both implements have plenty of space should Lhirin desire to add more runes to his repertoire.[/indent][/indent] [indent][h3][sup][b][u]Research Supplies:[/u][/b][/sup][/h3][indent]Lhirin carries three books of note. One large tome (deeply encrypted) that reads basically as an anthology of stories. This is his primary research and spellbook. The other two books serve as a decoy spellbook that only has minor spells and research in it, some of which aren’t even accurate. Encrypted but in a far easier-to-decrypt script. The last book is purely for random notes and thoughts and is not encrypted at all. [/indent][/indent][/hider][/indent] [h3][b][color=black]⇂[color=lightblue]↿↾[/color]⇃[/color] [color=lightblue]Capabilities[/color] [color=black]▼[/color][/b][/h3][hr][indent][hider= ][indent]Rather than a man of many talents, Lhirinthyl is a deigan possessed of unique focus and specialization. Beyond a shadow of a doubt, the deigan exile is most remarkable in two distinct areas: the Mind and the Arcane. The first of these is exemplified in numerous ways both small and large. Perhaps the most apparent of these is his observant and highly analytical nature, coupled with a unique familiarity and intuition for abstract ideas. In this way, things that most would consider ‘high concept’ or complex are not simply familiar to Lhirin, but drastically easier to comprehend. This does, however, come at the cost of Lhirin’s capacity to quickly and easily grasp simpler things. As such he has blindspots, particularly in the social spheres. Whereas he can understand people on a logical or rational level, he finds it difficult to empathize and interact on a moment-to-moment basis as such topics and ideas as emotions, thoughts, and interpersonal reactions and interactions do not come with the same ease or immediacy that they do to others. Beyond this, Lhirinthyl’s already exceptional memory has been well and truly refined. Particularly, his visual memory–and spatial understanding–are nigh peerless. While this does not necessarily allow him to remember every word someone has said or every passage in a book, it does give him a distinct advantage with navigation or the recollection and visualization of symbols. While these are the primary manifestations of Lhirin’s relative mastery of his psyche, there are other–more subtle–ways that such things can manifest. Of course, let us not forget the second aspect of what others might call his ‘genius,’ which pertains to the field of Arcane practice and study. The deigan’s propensity for the Arcane can be easily divided into two categories: Magic Theory and Enchantment. The latter of these–Enchantment–is a topic that Lhirin would consider more of a hobby than anything else, but given the length of his life and the resources he once had at his disposal, he has become inordinately skilled with the art. Any manner of Enchantment falls into this, though Lhirin is arguably best at Imprinting. Still, most forms of Enchantment come more easily to him than to most. If any distinct sub-category of the art could be considered as his specialty though, it would certainly be Runes. This is indeed the case with his casting as well for while Lhirinthyl’s exceptional memory and unique grasp of concepts would normally make him a particularly potent mage, the reality is that his deficiency in memorizing the words for spells generally makes him less efficient than others of similar skill. However, do not be fooled, for despite his failings in this area, he can more deftly weave Runes to cast spells than most, and when aided by a Spell medium or Focus he becomes a truly frightening combatant indeed. Yet, though Lhirin’s aforementioned faculties could certainly be considered impressive, they are not the capstone of his accomplishments. No, for that honor goes to the deigan’s preternatural ability with compound spells, which far surpasses a great many of his peers. This particular ability of his originates both from his familiarity and ease with the abstract, his visual memory, and indeed his extensive research into an abnormally wide variety of spells. As a culmination of these things, Lhirinthyl has gained an intuition for both which spells can be compounded, and what the result of said combinations may be. Notably, Lhirin is something of a linguist as well and picks up languages very easily and naturally.[/indent] [indent][hider=Spells][hider=Basic][indent][u][b]Name:[/b][/u] Electrify. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] Variable. [u][b]Affinity:[/b][/u] Lightning [u][b]Difficulty:[/b][/u] Basic. [u][b]Description:[/b][/u] Generates electrical energy where the caster desires based on where the magical energy is placed. By altering the location of the energy creating the charge, the user can guide the electricity as projectiles and the like. [u][b]Permutations:[/b][/u] [indent]—[i][b]Lightning Affinity[/b][u]{Galvanize}[/u]: Drastically improves the caster’s control of the electricity, the potency of the charge generated, as well as the efficiency of the spell.[/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Magnetize. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] (In)Direct Contact. [u][b]Affinity:[/b][/u] Magnetic. [u][b]Difficulty:[/b][/u] Basic. [u][b]Description:[/b][/u] An incredibly simple spell with a baseline low-cost, Magnetize does as one might think, allowing the user to project a magnetic field on touch through physical mediums. The mage can choose to bind this magnetic field to objects affected by the spell. Additionally, they can switch the magnetic charge of an object from positive to negative or vice versa. [u][b]Permutations:[/b][/u] [indent]—[i][b]Magnetic Affinity:[/b] Allows the caster to project a magnetic field through the air as well as through touch.[/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Galvanic Anchor. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] Variable. [u][b]Affinity:[/b][/u] Magnetic. [u][b]Difficulty:[/b][/u] Basic. [u][b]Description:[/b][/u] Designating a target object either by touching it or marking it with magical energy, the caster then activates this spell, causing the affected object(s) to strongly attract electrical energy as well as resist damage from it. In simpler terms, this turns the affected target(s) into lightning rods. [u][b]Permutations:[/b][/u] [indent]–[i][b]Lightning Affinity[/b][u]{Voltaic Beacon}[/u]: Causes all affected objects to discharge some amount of any electrical energy attracted to them in a small radius with the marked object as the central point.[/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Bound Blade. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] N/A. [u][b]Affinity:[/b][/u] Kinesis. [u][b]Difficulty:[/b][/u] Basic. [u][b]Description:[/b][/u] Named after the tendency to use this spell to manipulate weapons, Bound Blade allows the caster to control the motion of one object through the binding of kinetic energy to a target. [u][b]Permutations:[/b][/u] [indent]–[i][b]Kinetic Affinity[/b][u]{Unseen Hand}[/u]: Increases the spell’s efficiency and drastically improves the caster’s control of the chosen object. Additionally gives enhanced awareness of the affected item, almost as if it is an extension of the mage’s body.[/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Elucidate. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] Variable. [u][b]Affinity:[/b][/u] N/A. [u][b]Difficulty:[/b][/u] Basic. [u][b]Description:[/b][/u] Causes magical energy in a designated area/range to glow. [u][b]Permutations:[/b][/u] [indent]—[i][b]Unknown.[/b][/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Call Flame. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] Variable. [u][b]Affinity:[/b][/u] Fire. [u][b]Difficulty:[/b][/u] Basic. [u][b]Description:[/b][/u] Allows the caster to conjure and then guide fire. The effect becomes more powerful when more energy is used. [u][b]Permutations:[/b][/u] [indent]—[i][b]Unknown.[/b][/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Call Wind. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] Variable. [u][b]Affinity:[/b][/u] Fire. [u][b]Difficulty:[/b][/u] Basic. [u][b]Description:[/b][/u] Allows the caster to call upon and guide the air around them. The effect becomes more powerful when more energy is used. [u][b]Permutations:[/b][/u] [indent]—[i][b]Unknown.[/b][/i][/indent][/indent][/hider] [hider=Intermediate][indent][u][b]Name:[/b][/u] Spark Javelin. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] N/A. [u][b]Affinity:[/b][/u] Lightning. [u][b]Difficulty:[/b][/u] Intermediate. [u][b]Description:[/b][/u] Creates an electrical charge in the caster's hand, to be launched in any desired direction. Upon launch it will assume the appearance of a short spear made of lightning, which will travel unwaveringly forward, potentially passing through and electrocuting numerous targets before its energy is depleted. [u][b]Permutations:[/b][/u] [indent]—[i][b]Lightning Affinity[/b][u]{Lightning Spear}[/u]: Creates a bigger, even more powerful electrical projectile that can char flesh at contact and travel further than the original spell.[/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Magnetic Field. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] Variable. [u][b]Affinity:[/b][/u] Magnetic. [u][b]Difficulty:[/b][/u] Intermediate. [u][b]Description:[/b][/u] Generates a spherical magnetic field either centered on a designated location or the caster if no location is designated. The caster may switch the polarity at will to attract or repulse objects that interact with magnetism. The power of the spell can be adjusted by altering the energy input. [u][b]Permutations:[/b][/u] [indent]—[i][b]Magnetic Affinity:[/b] Amplifies the base power of the magnetic field, thus increasing its efficacy of the spell. Makes the spell more efficient, thus allowing a larger magnetic field to be generated for less energy.[/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Compress. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] Variable. [u][b]Affinity:[/b][/u] Wind. [u][b]Difficulty:[/b][/u] Intermediate. [u][b]Description:[/b][/u] Pulls wind into a space designated by the caster's magical energy and then compresses it inwards at a rate and pressure relative to the amount of energy supplied. [u][b]Permutations:[/b][/u] [indent]—[i][b]Wind Affinity[/b]: ????[/i][/indent][/indent][/hider] [hider=Advanced][indent][u][b]Name:[/b][/u] Galvanic Authority. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] 10 meters. [u][b]Affinity:[/b][/u] Magnetic/Lightning. [u][b]Difficulty:[/b][/u] Advanced. [u][b]Description:[/b][/u] Initiated by a pulse of magnetic energy originating from the user, this wave stops after covering a 5-meter radius. After this, a maximum of [blank] object that interacts with magnetism in this area can be chosen. Once chosen, these targets are magnetically charged, the energy from the pulse being redirected into and around them. The user may then manipulate the orientation, velocity, and trajectory of these objects at will. The fewer objects chosen, the stronger the caster may influence the aforementioned variables. This spell cannot affect targets that are more than two hundred (200) lbs if manipulating one object. For each additional object, this is halved. The objects cannot be manipulated any further away than 10 meters. [u][b]Permutations:[/b][/u] [indent]—[i][b]Lightning Affinity[/b]: This bestows two distinct effects on the chosen objects. If positively charged, the objects begin to generate a small electromagnetic field, drawing objects and electrical charge to them. If negatively charged, this field condenses around the objects and pushes away anything sufficiently influenced by electromagnetism. This gives it something like a penetrating effect on metal in particular due to its susceptibility to magnetism.[/i] —[i][b]Magnetic Affinity:[/b] Drastically increases the efficiency of the spell and thus increasing its output, thus allowing the user an additional 5 meters of control radius and the capacity to control up to double the amount of objects, with a maximum weight of three-hundred(300) lbs.[/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Analyze. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] 4 meters. [u][b]Affinity:[/b][/u] N/A. [u][b]Difficulty:[/b][/u] Advanced. [u][b]Description:[/b][/u] This spell causes a wave of energy to pass through the mage’s target of choice. Once the object has been fully ‘scanned’ by this film of energy, a translucent structural diagram is created hovering in the air. This diagram can be rotated, “zoomed in” on, and even allows the caster to increase/decrease the “opacity” of different sections of the structural diagram. While the spell does not supply any information in regards to what it is scanning directly, it nonetheless allows the caster to observe the resulting holographic diagram to better ascertain the structural elements of any scanned target. [u][b]Permutations:[/b][/u] [indent]—[i][b]Unknown.[/b][/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Voltaic Barrage. [u][b]Type:[/b][/u] Standard. [u][b]Range:[/b][/u] 15 meters. [u][b]Affinity:[/b][/u] Lightning/Magnetic. [u][b]Difficulty:[/b][/u] Advanced. [u][b]Description:[/b][/u] Practically requiring either the Magnetic or Lightning affinities, Voltaic barrage is otherwise an energy hungry spell not designed for the newly initiated mage. On completion of its incantation, lightning is conjured from the user, spreading out before collapsing into numerous fist-sized arrow-like projectiles. The movements of these projectiles are dictated by the caster’s will and will largely ignore electricity’s tendency to take the path of least resistance. Additionally, on contact with either liquids or solids, these projectiles will first pass into them, after which they will violently discharge all of their electrical energy. Naturally, this can cause incredible damage as it sears pathways of white-hot electricity through sufficiently conductive materials–living or otherwise. Furthermore, conductive materials will tend to retain the imparted electrical charge longer than normal due to the spell affecting lightning’s typical tendency to ground itself. [u][b]Permutations:[/b][/u] [indent]—[i][b]Lightning Affinity:[/b] Increases energy efficiency drastically.[/i] —[i][b]Magnetic Affinity:[/b] Increases range to 20 meters as well as making the spell somewhat more efficient than normal—though not to the same extent as lightning affinity.[/i][/indent][/indent][/hider] [hider=Compound][indent][u][b]Name:[/b][/u] Magnetic Confluence. [u][b]Type:[/b][/u] Compound. [u][b]Range:[/b][/u] Variable. [u][b]Affinity:[/b][/u] Magnetic/Lightning. [u][b]Difficulty:[/b][/u] Advanced. [u][b]Description:[/b][/u] Requiring some awareness of the interaction between electricity and magnetism, Voltaic Confluence occurs when Electrify and Magnetic Field are cast on an object. The resultant effect causes the object in question to levitate and project a magnetic field drastically stronger than Magnetic Field, but costing significantly less energy than one would expect. Additionally, the user is capable of moving the object that the magnetic field is anchored to, essentially creating a powerful mobile electromagnetic field. [u][b]Permutations:[/b][/u] [indent]—[i][b]Lightning Affinity[/b][u]{Voltaic Confluence}[/u]: As a result of the user’s Lightning affinity, the effects of Magnetic Confluence are slightly altered and the user becomes able to alter the polarity of the magnetic field. Additionally, with a bit of additional magical energy, the caster can electrify the field, sending waves of lightning expanding outwards from the central object. While diffuse and thus no more than a minor annoyance, these waves of electricity will bind to conductive physical material in the same way as Electrify.[/i][/indent][/indent] [indent][u][b]Name:[/b][/u] Galvanic Launch. [u][b]Type:[/b][/u] Compound. [u][b]Range:[/b][/u] N/A. [u][b]Affinity:[/b][/u] Lightning/Magnetic. [u][b]Difficulty:[/b][/u] Advanced. [u][b]Description:[/b][/u] By first casting Galvanic Authority on any number of objects, the caster may then initiate this spell at any time by casting Magnetize while maintaining the former spell. Once done, the caster can—by changing the polarity of either the magnetic field surrounding the object(s) or the polarity of the object itself—explosively launch the objects affected by Galvanic Authority and Magnetize. Once launched, these objects can no longer be controlled, though the remaining objects—if such applies—will be easier to control as if the caster had chosen less than the maximum of 6 objects for Galvanic Authority. Notably, objects affected by this compound spell—when launched—move drastically faster than those normally controlled through Galvanic Authority. [u][b]Permutations:[/b][/u] [indent]—[i][b]Unknown.[/b][/i][/indent][/indent][/hider][/hider][/indent][/hider][/indent][/hider][/indent]