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Posted: Thu Sep 08, 2016 8:26 pm
Spells can be broken up into different branches, and each branch has its own book. In this thread, you will find a list of spells for each branch of magic. These spells can be learned by any Nightmare/Daydream, provided they put the effort into it. Some Nightmares/Daydreams are more adept at certain branches than others, though! Some spells or branches may only be available for certain races.
Some branches of magic have spells that are especially dangerous or powerful- these spells are Restricted Spells. Restricted Spells require permits to use, or are heavily controlled so that they are not abused.
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Posted: Thu Sep 08, 2016 8:26 pm

Heaven's Breath: Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Focus ||| Source: Nature Use: Regardless of the terrain, Heaven's Breath allows one to breathe normally, for example, underwater, in a vacuum, or in a smoky blaze.
Sky Wings: Cost: 10 MP Effect: HP 0 ||| MP 0 Method: Invocation/Casting ||| Source: Nature Use: Whether naturally able or not, mortals have always yearned to fly. This spell enables those with wings to soar, and those without to make glorified leaps. From slowing a fall to prolonging a jump, Sky Wings allows the caster to temporarily slip out of gravity's grasp.
Weightless: Cost: 5 MP Effect: HP (- Difficulty for subsequent action) ||| MP 0 Method: Transmutation ||| Source: Nature Use: Those rocks too heavy to shift out of your path? Need to haul a friend to safety? Casting Weightless on your target will temporarily render them feather-light, making them easy to lift, move, or transport. The size and autonomous movement of the subject is unaffected.
Wind Whip: Cost: 10 MP Effect: HP -10 ||| MP 0 Method: Casting ||| Source: Nature Use: sharpening the winds into a keen edge, the caster uses this extension of the air to push objects, lift lighter targets into the air, blow airborne individuals off course, or lash out at an opponent.

None so far.

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Posted: Thu Sep 08, 2016 8:26 pm

Energy Enhancement: Cost: 15 MP Effect: HP+ ||| MP- (while physically enhancing, this magic drains additional MP from the castor of 10% each turn it is prolonged; i.e 23 = 2 MP per additional turn) Method: Invocation ||| Source: Divine Use: By gathering energy to the caster, they can temporarily increase their strength, durability, speed, or the awareness of their senses. The side-effects can include increased appetite, fatigue, headaches, and disorientation. Prolonged use is discouraged.
Libation: Cost: 15 MP Effect: HP+/- ||| MP+/- (effect depends on what they ask of the gods - will need Yushika or Nepsah's approval on outcome) Method: Stewardship ||| Source: Nature Use: This magic takes time and dedication, but the caster builds up a rapport with the gods by making offerings to them. These offerings vary depending on the god in question. If enough favour is gathered, the caster may exchange all of their service for favours or interventions. The full secrets of what the gods are willing to grant is tightly guarded knowledge known only to a few priests and priestesses.
Silent Speech: Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Invocation/Casting/Stewardship/Focus/Inscription/Transmutation ||| Source: Divine Use: Once the connection is made, two individuals (or more if skilled enough) can communicate with thoughts and emotions through telepathy.
Telekinesis: Cost: 20 MP Effect: HP+/- (this can be used to help or harm, depending on the caster's application) ||| MP 0 Method: Focus ||| Source: Divine Use: Using energy as a force to grasp and move matter with one's will. The weight and size of the object is directly proportionate to the difficulty of manipulating it. Energy can be used to push, pull, lift or throw things. Targets with their own innate motion are more challenging to overpower and manipulate than stationary ones. Combining this spell with transmutation magics, like Weightless or Gravity, can ease the strain on the caster.
Tongues: Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Stewardship ||| Source: Divine Use: By tapping into the energy of the world, the caster opens up channels of communication, enabling them to speak for a short duration with a foreign species. This can include mundane races, but also with increased skill familiars, plants, even the dead.

Transform: Cost: 20 Effect: HP 0 ||| MP 0 Method: Focus ||| Source: Practical Use: The Transformation spell is exclusive to Grimm and Kirin. This spell allows the user to change shape - wargs for Grimm, and equine form for Kirin. Pure Grimm who have trained long enough are able to make a complete transformation, however Half-Grimm hybrids can only change small parts of themselves. Grimm Hybrids that are more than a 50/50 split are unable to use this spell at all. Only Pure Kirin can use this spell, hybrids are unable to transform at all. The transformation leaves the caster physically and mentally exhausted after they have returned to their true form. While in their warg/equine forms, they gain a +10 to damage rolls. You can only learn this spell through specialized classes. Self-Study is not an option.

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Posted: Thu Sep 08, 2016 8:26 pm

Elixir of Life: Cost: 20 MP Effect: HP+ ||| MP+ Method: Stewardship ||| Source: Arcane Use: Increases the natural lifespan of the drinker (the more skilled the alchemist, the longer a time each potion adds on). It increases the resistance to poison and illness, but does not make the drinker immune.
Mage's Tonic: Cost: 10 MP Effect: HP 0 ||| MP+ (Increases MP by this total so long as it doesn't exceed cap) Method: Invocation ||| Source: Arcane Use: This effervescent beverage restores magic-wearied limbs and reinvigorates them to channel energies. Restoring the mind and cleansing the body, a caster will feel refreshed and ready to carry on their magics.
Warrior's Mead: Cost: 10 MP Effect: HP+ (Increases HP by this total so long as it doesn't exceed cap) ||| MP 0 Method: Focus ||| Source: Arcane Use: This hearty draft improves one's physical condition, making them tougher, more resilient, and fired up for action.

Deathbed Dirge: Cost: 20 MP Effect: HP+ ||| MP+ Method: Invocation ||| Source: Arcane Use: When a friend falls in battle, a sip of this pungent cordial can revive them if administered swiftly and if the Nine smile upon the patient. Side-effects include lasting nightmares, sensations of ghost wounds, susceptibility to hearing voices (possibly spirits), shifts in mood/personality.

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Posted: Thu Sep 08, 2016 8:26 pm

Gravitas: Cost: 10 MP Effect: HP+/- (to following actions; - Difficulty if try to increase strength, defense, grounding, etc OR + Difficulty if try to dodge, be agile, jump, attack etc) ||| MP (+ Difficulty to cast magics that fight against gravity; - Difficulty to guard against said magics) Method: Focus ||| Source: Nature Use: This steady and inexhaustible force keeps feet on the ground, improving balance, and dispersing excess energies. However, it can also render its targets heavier, slower, and can cancel out magics that enable flight, weightlessness and agility.
Fertile Ground: Cost: 10 MP Effect: HP 0 ||| MP 0 Method: Stewardship ||| Source: Nature Use: Encourages natural resources to be given up, though which resources depends on the location: a volcano might give up its lava, a font might send up a geyser, a stream might churn up its gold, a mountain its ore. It has also been used to exhume bodies, uncover buried treasure, even reveal secret entrances.
Lady's Mist: Cost: 5 MP Effect: HP (+ Difficulty to perform next 2 actions) ||| MP 0 Method: Casting ||| Source: Nature Use: This obscuring mist enshrouds its targets, making them elusive and difficult to locate. It can be used to protect one from outsiders, shield an entrance, lower visibility, or impede one's bearings.
Stormbringer: Cost: 15 MP Effect: HP- ||| MP 0 Method: Invocation ||| Source: Nature Use: This churning energy puts tumult into the atmosphere, though its direct expression depends on the ecosystem in which it's cast. From a sandstorm in the desert to a flashflood in the forest, Stormbringer requires the caster to channel a great deal of energy and elements. Faith must be placed in nature itself in order to see this spell reach its fullest potential.
Thunderbolt: Cost: 15 MP Effect: HP- ||| MP 0 Method: Casting ||| Source: Nature Use: Crackling the air with energy, this lightning bolt tears out of the sky and strikes for ground-or whatever target stands in its way. This spell requires its caster to have strong focus, speedy reflexes and focused attention. Lightning is wild and dislikes being controlled. Amateur casters should not practise this spell without supervision.
Turning Tides: Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Invocation ||| Source: Nature Use: Combining winds and water, this magic can improve travel by encouraging the elements to assist in your course and direction.

Eleusinia's Rain: Cost: 15 MP Effect: HP+/- (depending on how high the caster rolls; the higher the roll the more damaging if can be (60+)) ||| MP 0 Method: Transmutation ||| Source: Nature Use: Summons water even in the most arid lands. This life giving rain can encourage crops, wash clean a muddied field, or swell a river. A little rain never hurt anyone, but a lot can kill you.

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Posted: Thu Sep 08, 2016 8:28 pm

Counter-Spell: Cost: 10 MP Effect: HP 0 ||| MP 0 (must exceed the original cast percentage to break the magic, meaning 100 scores cannot be prematurely broken) Method: Transmutation ||| Source: Arcane Use: While most magics will wear off over time, those that will cause side-effects or are an inconvenience in the present moment can sometimes be broken. The success of Counter-Spells relies on the proficiency of the original caster versus the proficiency of the one trying to break their magic. This magic is especially crucial against hexes and curses.
Loyal Bond: Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Stewardship ||| Source: Arcane Use: To build a deeper connection with a familiar, this spell can be cast to link the master with their familiar. The results vary depending on the individual and creature(s) involved, but can include shares senses, increased understanding, tongues distinct to this specific creature, and increased dedication and service to their master that can encourage the familiar to go above and beyond the normal limitations of their kind. Mistreatment of the familiar can cause this magic to break.
Oreia's Lock: Cost: 5 MP Effect: HP (+ Difficulty to break the lock) ||| MP 0 Method: Inscription ||| Source: Arcane Use: A lock that cannot be picked, this Binding spell can protect its target from being accessible to outsiders. This includes bags, boxes, rooms, books, cages, bottles, lockets, etc.
Seal Monster: Cost: 15 MP Effect: HP- ||| MP- (caster can apply damage to either HP or MP as appropriate for the target) Method: Inscription ||| Source: Arcane Use: For creatures that are out of their rightful plane, (including ghosts, rabid wild beasts, possessed beings, zombies etc) Sealing the monster can free the afflicted host or item and restore balance from this infraction of order. Care should be practised when using this magic, as the channelling of the energy needed to cast it can transfer the monster into the caster instead should something go wrong.

None so far.

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Posted: Thu Sep 08, 2016 8:28 pm

Capacity: Cost: 10 MP Effect: HP 0 ||| MP 0 Method: Inscription ||| Source: Practical Use: Increases the amount of "space" within a container or bag so that it can safely store much more than the normal limits; makes things 'bigger on the inside'.
Prolifia: Cost: 15 MP Effect: HP 0 ||| MP 0 Method: Inscription ||| Source: Practical Use: Increases the production of the space or tool on which it is affixed; i.e. increasing quantity produced by a chef's cooking pot, alchemist's crucible, farmer's field, painter's brush, etc.
Resize: Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Transmutation ||| Source: Practical Use: Can alter the size of the object it is affixed to; does not affect living creatures, including plants and familiars. This Charm has many permutations, including making things larger, smaller, or even a different shape if the caster is proficient enough in Charms.
Weight: Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Transmutation ||| Source: Practical Use: This charm affects the weight of the object it is affixed to, either making it lighter or heavy, as per the caster's intent. This can be used to more easily move heavy objects, or (conversely) prevent light objects from being easily toppled. Does not affect living creatures, including plants and familiars.

None so far.

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Posted: Thu Sep 08, 2016 8:28 pm

Fortune Telling: Cost: 5 MP Effect: HP 0 ||| MP 0 (the higher the score the more accurate the reading) Method: Focus ||| Source: Arcane Use: This form of divination is primarily used to tell the future, including offering guidance for challenging, answering unknown questions, and identifying blockages. It is typically done using tarot cards, but crystals or palm reading may also be used. Unlike Skrying, which looks into the web of the world for answers, the Fortune Teller specifically reads the aura and energy of the client, mingling it with their own to read their needs and uncover their true path.
Prophecy: Cost: 15 MP Effect: HP 0 ||| MP- (failing rolls do this much MP damage to the caster) Method: Invocation ||| Source: Arcane Use: This art involves relaxing and attuning the mind to receive knowledge from the world, spirits, or gods. Capable of gleaning information about the past, present, or future, and about a certain person, place, or object, Prophecy can be difficult to control. There are many methods one can use for this art, including talismans, wands, meditation, incense, dreaming pools, singing bowls, etc.
Skrying: Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Focus ||| Source: Arcane Use: Skrying uses myriad methods (which differ greatly from race to race) to read the chances/portends/intentions around a chosen course of action, anchoring on either the action itself and related impacts, or on the person and their motivations. This can include reading rune stones, patterns in incense smoke, animal bones, sacrificial entrails, cloud patterns, bird flight, etc. Unlike Fortune Telling, which focuses on guiding a specific person on their personal path, Skrying reads the web of interconnected actions and lives to look for omens. Their guidance is intended for communities, families, councils, or members of religious organizations.

None so far.

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Posted: Thu Sep 08, 2016 8:28 pm

It should be noted that many Emotive magics are tightly controlled, regulated, or otherwise overseen to prevent potential mistreatment.
Charismaster Cost: 5 MP Effect: HP 0 ||| MP 0 (while this magic doesn't actually affect the ability to act, those watching will find themselves more impressed with those normal actions than they might otherwise have been) Method: Transmutation ||| Source: Divine Use: This magic improves the target's natural appeal, affecting their allure, credibility, magnetism, charm and ability to captivate. Some of the best performers use this magic to ensure they please the crowd, but it has also been used in the past by crooked politicians wishing to whip up the populous to support their goals for power.
Spellbound: Cost: 15 MP Effect: HP 0 ||| MP 0 Method: Casting ||| Source: Divine Use: This magic enables two (or more) individuals to link themselves together, like a promise knot. Most commonly used by siblings, best friends, or betrothed lovers, this magic makes each sensitive to the other's emotional state, including sorrow, joy, pain, and longing. It is said to enhance the connection between them regardless of distance, alerting them of the other's distress, and also heightening intimate experiences through this 'emotional feedback loop'.
Wax Visage: Cost: 10 MP Effect: HP 0 ||| MP 0 Method: Focus ||| Source: Divine Use: This magic enables the target to forcibly control their responses. While they may be feeling a wealth of emotion within, they obtain a stoic composure. They can choose to express a convincing expression of emotion without strain, regardless of the true feeling underneath. This magic is sometimes used by counsellors to assist those recovering from trauma so that they can 'pretend to be fine' on the outside, allowing time and privacy for them to recuperate..

Love Magnet: Cost: 20 MP Effect: HP (+ difficulty for the target to act against their magically generated feelings) ||| MP 0 Method: Stewardship ||| Source: Divine Use: This Emotive magic encourages love to blossom. The more inclined the individuals are to love or be loved, the more swiftly and deeply they may be affected by this magic. This means that if individuals possess a great abhorrence to one another, this magic doesn't tend to anchor well on them. Repeated efforts can slowly bring animosity towards friendship, and perhaps eventually love, but level of required dedication and focus to another in and of itself may help engender natural attraction.

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Posted: Thu Sep 08, 2016 8:29 pm

Animate: Cost: 15 MP Effect: HP 0 ||| MP 0 Method: Casting/Focus (?) ||| Source: Practical Use: Used on inanimate objects, this catch-all staple can make brooms sweep, dishes wash themselves, pet leashes walk their pets unaided, etc. Caution must be taken when casting this enchantment as the object needs to be in line of sight, and the intent must be focused and clear. Otherwise, you might accidentally iron your pillow or pour hot tea into your potted plants!
Enhance Durability: Cost: 5 MP Effect: HP (+ Difficulty on dealing damage to target) ||| MP 0 Method: Transmutation ||| Source: Practical Use: Used on non-living objects, this enchantment renders the object nigh-unbreakable. The level of indestructibility depends on the latent fragility of the original; i.e. a glass windowpane might be less prone to breaking than before, but won't be as durable as an enchanted steel girder.
Fleet-Feet: Cost: 5 MP Effect: HP (- Difficulty on resulting actions) ||| MP 0 Method: Transmutation ||| Source: Practical Use: This magic can be used on both animate creatures and inanimate objects and increases their inherent speed. It does not artificially create motion, so the object needs to be capable of motion first, but it reduces friction and improves both dexterity and speed of motion. Note: many cities have put regulations on horseless carriages enchanted with this magic for general safety.
Somnolence: Cost: 10 MP Effect: HP- (prevents action) ||| MP+ (enables the target to regenerate their MP) Method: Casting ||| Source: Practical Use: Causes a target to fall asleep and stay asleep for a natural sleep cycle. While breaking magics can cut through to wake the individual, standard noises, touches, etc won't rouse them. Often used by Caretakers with exceptionally wilful or exuberant Freshlings.

Hex: Cost: 20 MP Effect: HP- ||| MP- (they can continually deal this amount of damage per week in the target's possession, divided between MP and HP as the caster chooses) Method: Stewardship ||| Source: Practical Use: Unlike a curse, the hex must be crafted with the target in mind, and this object placed among their possessions or on their person. So long as the target has it in their possession, it will continue to surround them with bad luck, increased chance of illness, increased emotional and mental swings, and foments discord among their friends and loved ones. Particularly powerful hexes may find their ways back to their owner even if discarded.

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Posted: Thu Sep 08, 2016 8:29 pm

Bolster: Cost: 5 MP Effect: HP+ (restores up to cap this turn, excess is lost) ||| MP 0 Method: Stewardship ||| Source: Nature Use: This earth magic draws energy from the surrounding ecosystem to bolster and enhance the caster's. While it can be used as a temporary healing balm, the affects do not last long, and do not repair injuries. It can also be used to harden the body against incoming attack, giving the caster a temporary carapace-like shell for protection.
Earth Construction: Cost: 10 MP Effect: HP 0 ||| MP 0 Method: Transmutation ||| Source: Nature Use: This is used to shift the form of earth (from rock to mud, to sand, for example), to that it can be easily reshaped or cleared away. The greater the amount the caster is trying to affect, the greater the strain. For large projects, such as building public works, regulations require 1 casters per every 10 square feet.
Gaekinesis: Cost: 15 MP Effect: HP+/- (can help of hinder depending on how the caster uses it) ||| MP 0 Method: Casting ||| Source: Nature Use: This is the art of moving earth with your will, to lift, pull or push the source (sand, rock, mud, etc) in motions outside their natural inclination. As one of the most 'alive' elements, earth has considerable weight and spirit bound up in it and should not be wielded for long periods of time.
Mineral Garden: Cost: 10 MP Effect: HP 0 ||| MP 0 Method: Transmutation ||| Source: Nature Use: This earth magic coaxes and improves the development of naturally occurring minerals or ores in a set location. It is often used in quarries and gold-panning to increase the yield of a certain vein. Skilled casters who tend their Mineral Garden daily and don't over strip their source and produce steady streams for many years.

Petrification: Cost: 20 MP Effect: HP (prevents actions) ||| MP 0 Method: Transmutation ||| Source: Nature Use: This magic can be used on objects or living things, though use on the later tends to last half as long. In some societies, it is taboo to cast it on a living creature. The target becomes made of stone, appearing in all other respects like themselves as if a to scale statue. On inanimate objects, it can be an excellent way to preserve something for later use, to re-enforce it against damage/weather, or to prevent it from being accessed.

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Posted: Thu Sep 08, 2016 8:29 pm

Balm: Cost: 5 MP Effect: HP 0 ||| MP+ Method: Casting ||| Source: Divine Use: Like Triage, Balm is a treatment that enhances healing and promotes optimum health. Balm's focus, however, is the mind, including mental illness, trauma, phobia, schisms. Some who are having learning disabilities, especially for magic despite their racial aptitudes may find that Balm restores a sense of equilibrium, stability and calm. It is most effective it administered in combination with counselling or other treatment.
Circle of Respite: Cost: 15 MP Effect: HP+ ||| MP+ (caster determines how much of the total can be absorbed by each person entering the circle, and whether it is restored to HP or MP; once all of the total has been used up, the circle disintegrates.) Method: Inscription ||| Source: Divine Use: This Healing magic is cast on an area rather than a person. The more potent the caster the wider a circle they can select. Once cast, anyone who enters the space will be rejuvenated. While the amount of health and magic is returns is small, its effects on morale should not be underestimated. By providing a second wind, soothing exhaustion, hunger, or desperation, the Respite offered here enables parties to regroup and coordinate their efforts.
Replenish Energy: Cost: 10 MP Effect: HP 0 ||| MP+ Method: Invocation ||| Source: Divine Use: Replenish returns lost magic points to a single target with each casting. The more proficient the caster, the more at once can be returned. Replenish cannot grant more magic energy than is the natural limit.
Replenish Health: Cost: 10 MP Effect: HP+ ||| MP 0 Method: Invocation ||| Source: Divine Use: Replenish returns lost health points to a single target with each casting. The more proficient the caster, the more at once can be returned. Replenish cannot grant more health than is the natural limit.
Triage: Cost: 5 MP Effect: HP+ ||| MP 0 Method: Casting ||| Source: Divine Use: This magic can heal illnesses, repair damage to muscle, organ and bone. Unlike Restore, which merely reverts an object or person, Triage does not affect the person's timeline, and enables them to more quickly heal. It can also be used on old wounds to erase scar tissue, or on ailments caused by aging or mutation.

Restore: Cost: 20 MP Effect: HP+ ||| MP+ (restores total to both HP and MP up to their natural limits) Method: Transmutation ||| Source: Divine Use: Restore repairs something to its previous state, such as a broken object might be repaired, a specific status effect (like poison, a burn, a hex) might be reversed. It does not replenish the health that may have been lost from a person, or return the integrity of an object before it was damaged, but it can at least undo the state causing distress. Note that if the period of time is long between when the state was enacted and Restore is cast, side effects can include memory loss, emotional distress, insomnia, hallucinations, and intense sensations of vertigo or deja vu.

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Posted: Thu Sep 08, 2016 8:29 pm
 Hemomancy, or Blood Magic, is illegal. While any race can practice it, you must have permission from nepsah or Yushika to learn any of these spells.
Clot: Cost: 10 MP Effect: HP + ||| MP 0 Method: Transmutation ||| Source: Arcane Use: The caster can cause wounds on their target to clot faster, speeding the scabbing process so that wounds may heal faster. This does cause the target discomfort while the scabs form.
Blood Like Water: Cost: 15 MP Effect: HP- ||| MP 0 Method: Transmutation ||| Source: Arcane Use: The user wills the target's blood to cease clotting, causing them to develop temporary hemophilia. If the user is not careful, the target can bleed out.
Lacerate: Cost: 10 MP Effect: HP- ||| MP 0 Method: Casting ||| Source: Practical Use: The user lacerates the target with either the user's own blood, or by commanding the target's blood to force itself out of their body. This is considered to be one of the most brutal Hemomancy spells.
Circulate: Cost: 10 MP Effect: HP+ ||| MP 0 Method: Stewardship ||| Source: Nature Use: This spell allows the user to help the target regulate their body's blood circulation. It can help with blood clots, heart attacks, or other potentially lethal health conditions that are affected by blood flow being cut off.
Bloodlust: Cost: 10 MP Effect: HP- (add +5 (Senior) or +10 (Career) damage to the following HP- actions (maximum of 5)) ||| MP 0 Method: Focus ||| Source: Practical Use: The caster is consumed by bloodlust, and deals additional damage with their spells until they tire themselves out. This is extremely taxing on the body and mind, most caster's feel a sense of listlessness after coming down from the high of the spell. In the past, many a Hemomancers accidentally activated this state and committed atrocities they could not bear to live with.
Covenant: Cost: 15 MP Effect: HP- (Caster must specify what breaks the Covenant or damage is negated) ||| MP 0 Method: Arcane ||| Source: Invocation Use: The caster forms a bond with one or more others through blood. When a Covenant is made, specific rules are put into place. This binds the caster and the other(s) together in a bond until the Covenant has been released. Should any member of the Covenant break the rules stated at the time of the spell being cast, they suffer immense pain - almost feeling as if their blood is boiling within their veins. The greater the break, the more pain the Covenant deals.

Puppet Master: Cost: 20 MP Effect: HP+/- ||| MP +/- (caster must dictate what affect the spell has) Method: Focus ||| Source: Practical Use: The caster takes control of a target's body by manipulating the very blood within their veins. While the target is still conscious of everything that is happening, they are completely unable to control their own actions. This is considered to be an extreme form of Hemomancy, as it essentially enslaves another living being to the caster's will until they are no longer able to maintain the spell. It takes an immense amount of energy to keep the spell going.

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Posted: Thu Sep 08, 2016 8:29 pm

Assassin's Kiss: Cost: 10 MP Effect: HP 0 ||| MP- Method: Invocation/Inscription ||| Source: Nature Use: This bitter seed requires a living body in which to germinate. Once swallowed, it prevents the host from casting magic until remedy is sought. Being about the size of a walnut, noxious and hairy, it is no easy feat to convince or arrange one to be swallowed. For this reason, they are often combined with Illusions or other subterfuge to disguise their true intent.
Florakinesis: Cost: 15 MP Effect: HP+/- ||| MP 0 (they can be used to help or hinder, depending on how they are controlled) Method: Casting ||| Source: Nature Use: This control of plant life enables the caster to use the plants around them to move to their will. This includes tree roots, branches, vines, grasses, etc. However supply the original plant might be, this magic does not change its inherent limits or flexibility. Caution should be taken as pushing the plants too far can cause irreparable damage.
Floramancy: Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Transmutation ||| Source: Nature Use: This ancient art, known as the Language of Flowers, enables one to communicate through a carefully arranged selection of blossoms. The caster can coax any casting patch they have touched to yield any of these garden blooms.It is a silent and secretive way to send messages over great distances, as only other Herbalists would be able to decipher the code. Do you send Striped Carnation to warn a meeting is not safe, or Crocus to affirm all is well?
Germinate: Cost: 10 MP Effect: HP 0 ||| MP 0 Method: Stewardship ||| Source: Nature Use: This magic draws life from any latent seeds that may be lost in the environs. From ferns to trees to flowers, anything within the caster's circle will spring from its bulb, seed or pod. It will then take careful stewardship to identify and select those they wish to nurture. Germinated seeds can be transplanted or tended on the spot. If neither of these actions is taken, the magically forced germination will abort.
Hybridize: Cost: 10 MP Effect: HP 0 ||| MP 0 Method: Stewardship ||| Source: Nature Use: Sometimes the best ingredients for medicine and alchemy come from a Herbalist's efforts at hybridization. This careful art enables them to meld together two (or more if they are skilled enough) plants to create a stable and fruitful new species. These hybrids often cannot germinate on their own, and so require the tender care of a Herbalist to remain fruitful and stable.
Speedwell: Cost: 15 MP Effect: HP+ ||| MP+ (caster's choice at how to divide the HP and MP) Method: Focus ||| Source: Nature Use: This herbal magic requires both compassion and dedication, but it can greatly speed the process of growth. Whether a babe was born premature and needs a boost, or a specific herb is required for a crucial alchemical potion, Speedwell is the herbalist's best 'in a pinch' magic.

Viper Tears: Cost: 20 MP Effect: HP- ||| MP 0 Method: Stewardship ||| Source: Nature Use: Viper Tears are the liquid extract of specially cut and brewed Viper Nettles, resulting in a deadly poison. Due to the vast amount of viper nettles required, it is difficult to make this poison frequently or in great quantity. However, once concocted, it takes a mere drop to bring about nausea, fever, dizziness, and vomiting. At higher doses, it can cause internal bleeding and death within hours. Because of the deadly nature of this poison, Viper Nettles are strictly regulated.

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Posted: Thu Sep 08, 2016 8:30 pm

Bubble: Cost: 5 MP Effect: HP+ ||| MP 0 (enables target to breathe for equal turns to percentage, i.e. 56 = 5 turns) Method: Casting ||| Source: Nature Use: Enables the caster to create a bubble of breathable air underwater. For those who can't breathe water, this will enable them to comfortable swim and move about underwater for up to an hour.
Evaporate: Cost: 5 MP Effect: HP 0 ||| MP 0 Method: Transmutation ||| Source: Nature Use: This magic evaporates a source of water, reducing it to vapour. While it can be used as a treatment of salt water to extract the salt, or in alchemy to artificially assist the process, it is primarily a domestic magic used to dry things off.
Frozen: Cost: 10 MP Effect: HP- ||| MP- Method: Transmutation ||| Source: Nature Use: This magic crystallizes an existing water source into ice. if combined with Hydrokinesis, the talented caster may even control the path or shaping of the ice to contain a desired object, or cover a specific surface.
Hydrokinesis: Cost: 15 MP Effect: HP+/- ||| MP+/- (can harm or help, based on caster's application; the higher the HP value, 10% of that is dealt equivalently to the caster's MP, i.e. 43 HP damage dealt, caster takes 4 MP damage OR 67 HP restored, caster heals 6 MP) Method: Casting ||| Source: Nature Use: This magic enables one to control a source of water to move and act to do their bidding. The larger the amount trying to be controlled, the more strenuous and exhausting this magic can be. If one needs to fight against natural currents, tides, or gravitation force, it takes devoted focus to keep control.
Jetsam: Cost: 10 MP Effect: HP- ||| MP 0 Method: Casting ||| Source: Nature Use: Rather the opposite of Undertow, this magic causes something in the water to be forcibly ejected. Whether used to escape tangling weeds, rushing to the surface as a Bubble magic expires, or escaping an underwater predator, this magic rockets you to the surface. Caution should be exercised when using this magic at great depths, as rising too quickly through too many layers of pressure can cause debilitating and sometimes fatal effects on the heart and brain.
Slipstream: Cost: 5 MP Effect: HP+ (temporary boost to next 3 actions) ||| MP 0 Method: Casting ||| Source: Nature Use: This magic makes the swimmer more aerodynamic underwater, enabling them to swim faster and more efficiently with less resistance. Excellent for long journeys, or to get somewhere fast.
Torrent: Cost: 15 MP Effect: HP- ||| MP 0 Method: Casting ||| Source: Nature Use: This magic hardens the water, condensing it into a brutal and intense jet of water. While mostly used to 'power-wash' things nowadays, it was said to have been a vicious weapon during the War.
Undertow: Cost: 10 MP Effect: HP 0 ||| MP 0 Method: Focus ||| Source: Nature Use: This magic pulls an object or creature deep into the water, enabling them to walk along the ocean floor (or lake bed). It can also help anchor against strong currents, offering stability in this constantly shifting medium.

None so far.

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