Some skill concepts here... They're all up for discussion, edits, or outright denial. Figured I'd just throw some ideas at the wall and see what sticks!
Auriel must make physical contact with the item in order to consecrate any item. If an item is consecrated, it glows a faint white, and the item will energize the user if they are holding or wearing it. Consecrated weapons will be extra effective against undead or unholy foes, often burning the area of the strike. For anything else, a consecrated weapon will cause wounds that heal slower than normal. Consecrated armors will neutralize incoming unholy magic attacks, and they will be extra resistant to unholy enchanted weapons. Whether the consecrated item is a weapon or armor, however, it does not last forever. A consecrated piece of gear will remain consecrated for an hour so long as it isn't being used. The more a consecrated weapon strikes a target, the faster the enchantment wears off. The more a consecrated piece of armor protects from a blow, the faster it wears off as well.
Pros
Can provide a boost in offense or defense respectively
The faint glow of a consecrated item could provide a weak light source
The user of a consecrated item will feel energized so long as the item is consecrated, which is great for keeping somebody from falling to effects of fatigue
Cons
Auriel must physically touch a weapon to be able to cast this spell
The more extensively used a consecrated item is, the faster the consecration wears off
The faint glow could possibly give away the user's position if stealth is a factor
Pros
Can provide a boost in offense or defense respectively
The faint glow of a consecrated item could provide a weak light source
The user of a consecrated item will feel energized so long as the item is consecrated, which is great for keeping somebody from falling to effects of fatigue
Cons
Auriel must physically touch a weapon to be able to cast this spell
The more extensively used a consecrated item is, the faster the consecration wears off
The faint glow could possibly give away the user's position if stealth is a factor
Auriel can cast a quick spell to simply nullify a target's physical pain. This helps to get somebody past the pain barriers of an injury or intense muscle fatigue. The spell is brief, lasting only a short two minutes. But if Auriel has time to focus and channel more holy energy, she can extend the effects of this spell upwards to fifteen minutes. The more powerful the casting is, the more mana is consumed.
Pros
Can help a person to overcome pain barriers in order to the victim to potentially rescue themselves
Auriel can cast Null Pain on herself in order to utilize her wings for short bursts of flight, or to sustain a short glide
The length of the spell can be adjusted as per needed at a proportionate cost of mana
Cons
The spell does not heal injuries, and it is possible that an injury could be made worse simply by ignorance after the pain is nullified, thus is it highly encouraged that the target of the spell be mindful of their actions to not make matters worse
Pros
Can help a person to overcome pain barriers in order to the victim to potentially rescue themselves
Auriel can cast Null Pain on herself in order to utilize her wings for short bursts of flight, or to sustain a short glide
The length of the spell can be adjusted as per needed at a proportionate cost of mana
Cons
The spell does not heal injuries, and it is possible that an injury could be made worse simply by ignorance after the pain is nullified, thus is it highly encouraged that the target of the spell be mindful of their actions to not make matters worse
Non-magical effects can be completely removed from a single target when this spell is cast on them. Traditionally, this means that if cast on an ally, Purify will remove any sort of negative non-magical ailment that is plaguing that individual, whereas if it cast on an enemy, it will generally remove any sort of non-magical enhancement that might be aiding them.
Pros
Can be used to prevent poisons, diseases/illnesses of the non-magical variety
Can be casted quickly and at a short distance
Cons
The spell is single targeting, meaning that large groups of people, be they friend or foe, can easily overwhelm the usefulness of the spell
Cannot purify magical ailments
Cannot purify natural ailments that come with age or disabilities
Pros
Can be used to prevent poisons, diseases/illnesses of the non-magical variety
Can be casted quickly and at a short distance
Cons
The spell is single targeting, meaning that large groups of people, be they friend or foe, can easily overwhelm the usefulness of the spell
Cannot purify magical ailments
Cannot purify natural ailments that come with age or disabilities
An offensive holy spell that fires a fast bolt of light at the target. The relatively low mana cost and ease of use allows this spell to be cast quickly and in succession of other spells. The damage the holy bolt delivers is more effective against unholy enemies. Undead are burned by the bolt.
Pros
A simple spell that can be used quickly multiple times
Extra effectiveness against unholy enemies, additionally burning undead foes
Cons
Low damage against enemies that aren't unholy
Pros
A simple spell that can be used quickly multiple times
Extra effectiveness against unholy enemies, additionally burning undead foes
Cons
Low damage against enemies that aren't unholy
After training with her skilled mother for the better part of a day, Auriel has learned the rudimentary techniques required for a swordsman. She has specifically learned techniques related to the saber.
Pros
She can more effectively use a sword in combat now
Cons
She isn't as competent with the sword as she is with the spear
Pros
She can more effectively use a sword in combat now
Cons
She isn't as competent with the sword as she is with the spear