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		<id>https://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&amp;diff=5862</id>
		<title>Pyromancy</title>
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		<updated>2024-03-06T19:19:35Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Additional Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{MagicType&lt;br /&gt;
| Name = Pyromancy&lt;br /&gt;
| Image = PyromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Ignos, the realm of Fire&lt;br /&gt;
| Cast = Catalyst - Sphalerite Gem&lt;br /&gt;
| Paths = Solarmancy '''·''' Magmamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mages of fire are of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues, making fire magic more widespread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Fire has been there for as long as people can remember to cook meat, warm themselves up, and other useful facts. But around the year 200, someone took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world and making it a few degrees hotter. Once this primordial had brought their fire, they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and even to color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos and let someone, or something, stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as a tradition by teachers to teach their students.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions for your good. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear, and other emotions fade away. Your mind starts to understand the runes of old, created by the first mage of fire to teach. Only once one's mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks, or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Pyromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Ignos Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Solarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Solar Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Solarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Solaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Magmamancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Magmic explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Magmamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Magmaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks, and they will heal, though this damage does kill while following all rules. This is just so that one's appearance doesn't change without consent. If discussed with the recipient of the flames and they want to have the marks, you can make an exception, but only then. Fire from Ignos does '''NOT''' spread to flammable objects and can not cause large spreading fires such as forest fires.  &lt;br /&gt;
&lt;br /&gt;
== Bodily Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Magmamancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a magmamancer's connection to heat, it raises their body temperature. Their veins appear slightly more exposed, reminiscent of rivers of lava flowing beneath the skin.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
The Magmamacer connects to the more outer parts of the realm where magma flows, able to bring about distinctive alterations in the mage's physical form. Eyes may adopt colors akin to the molten heart of lava, ranging from fiery reds to smoldering oranges. Hair could exhibit a reddish tint, mirroring the hues of Magmamancy. They could also grow some slightly visible scales on their skin, akin to dragon scales.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While their high temperature does not universally affect their temperament, this connection may lead to being irritated quicker. However, it's essential to recognize that this transformation doesn't necessarily define their personality, many Magmamancers remain composed and level-headed.&lt;br /&gt;
&lt;br /&gt;
=== Solarmancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a Solarmaner’s connection to the element of heat and the realm of Ignos, their body temperature rises.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
The Solarmancer connects to the inner parts of Ignos where the sun shines brightly, and this could leave some marks on the mage's appearance. Eyes could ignite with fiery hues, ranging from warm golds to radiant oranges. Their skin might acquire a sun-kissed tone, enabling them to control their melanin completely. Hair might shimmer with a golden luster, reflecting the splendor of sunbeams. At times, faint, almost ephemeral flames could dance across their body, a testament to their newfound connection with fire's solar counterpart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Solarmancers because of their strong connection to the sun and light tend to be more concentrated on what they are doing and focused on their goals.  They also tend to be more determined and passionate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ignis Enlightenment&lt;br /&gt;
|Desc = The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = This spell lights up the metal or flame item, illuminating the surrounding area.&lt;br /&gt;
&lt;br /&gt;
If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.&lt;br /&gt;
&lt;br /&gt;
In addition, a successful strike with this object inflicts the burning effect for D2 rounds.&lt;br /&gt;
|Fail = The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.&lt;br /&gt;
|Succ = The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.&lt;br /&gt;
|RedLines = The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Tempo&lt;br /&gt;
|Desc = The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.&lt;br /&gt;
|Fail = The flames become too hot for the caster to deal with, and they take D2 damage.&lt;br /&gt;
|Succ = The spell's duration lasts for D3+2 rounds.&lt;br /&gt;
|RedLines = The spell is ineffective if the caster is bound.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flame Arrow&lt;br /&gt;
|Desc = The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters or Bow range if used.&lt;br /&gt;
|Damage = If the arrow is shot on its own, it deals 2 damage.&lt;br /&gt;
If the arrow is shot with a bow, it deals D3 damage.&lt;br /&gt;
If the arrow is shot with a crossbow, it applies Burning.&lt;br /&gt;
|Fail = The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.&lt;br /&gt;
|Succ = Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.&lt;br /&gt;
|RedLines = Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pyrotic Pulse&lt;br /&gt;
|Desc = The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.&lt;br /&gt;
|Fail = The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.&lt;br /&gt;
|Succ = The combustion is more powerful than expected and deals D5+7 meters of knockback.&lt;br /&gt;
|RedLines = This spell does not work on large constructs and cannot blow up the terrain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Arsenal&lt;br /&gt;
|Desc = The caster manipulates fire to take the form of a weapon composed of flame.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon can be of any known and common design so long as it is one solid piece.&lt;br /&gt;
&lt;br /&gt;
This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.&lt;br /&gt;
|Fail = The weapon fails to summon.&lt;br /&gt;
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.&lt;br /&gt;
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Breath of the Dragon&lt;br /&gt;
|Desc = The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.&lt;br /&gt;
&lt;br /&gt;
Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning. &lt;br /&gt;
&lt;br /&gt;
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.&lt;br /&gt;
|Fail = The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.&lt;br /&gt;
|Succ = Roll a D3 to determine damage instead of a D2.&lt;br /&gt;
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Scorched Blade&lt;br /&gt;
|Desc = A weapon is coated in, or formed from flame that starts hovering around the caster, aiding them in a fight.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster creates a weapon out of flames, or coats a weapon on them in flames, which would start to hover around them. The weapon would stay around the caster for D2+1 rounds. The caster is able to attack with the weapon after their action with a D20 intelligence. The weapon upon a successful hit does D2 dmg.&lt;br /&gt;
|Fail = The weapon implodes, dealing 2 dmg to the caster.&lt;br /&gt;
|Succ = The weapon seems to burn hotter and brighter than expected, setting the first target it hits on fire.&lt;br /&gt;
|RedLines = This spell can NOT lock people in melee combat unless the target is in melee range of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fireball&lt;br /&gt;
|Desc = Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.&lt;br /&gt;
&lt;br /&gt;
If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.&lt;br /&gt;
|Fail = The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.&lt;br /&gt;
|Succ = The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.&lt;br /&gt;
|RedLines = The spell can damage objects but requires a Gamemaster's supervision.&lt;br /&gt;
Always round off the damage if the number is uneven.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rejuvenating flames&lt;br /&gt;
|Desc = You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.&lt;br /&gt;
&lt;br /&gt;
This shroud lasts for D2 rounds.&lt;br /&gt;
|Fail = The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.&lt;br /&gt;
|Succ = The effect lasts for 1 additional round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of Flame&lt;br /&gt;
|Desc = The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast. 1 meter when used for combat.&lt;br /&gt;
|Damage = An extension of the caster's choosing is created which stays for 3 rounds. &lt;br /&gt;
The caster can choose to use the extension for two purposes:&lt;br /&gt;
&lt;br /&gt;
The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect. &lt;br /&gt;
&lt;br /&gt;
The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early. &lt;br /&gt;
|Fail = The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.&lt;br /&gt;
|Succ = The fire control is extremely potent and the spell lasts for 5 rounds instead.&lt;br /&gt;
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ember Trap&lt;br /&gt;
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.&lt;br /&gt;
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.&lt;br /&gt;
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds.  &lt;br /&gt;
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Flame&lt;br /&gt;
|Desc = You draw from the power of Ignos to create a flaming barrier.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds. &lt;br /&gt;
&lt;br /&gt;
If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.&lt;br /&gt;
|Fail = The wall is insatiable and falls on the caster, dealing D3 damage.&lt;br /&gt;
|Succ = The wall flares up, dealing D2+1 and burning.&lt;br /&gt;
|RedLines = This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit Phoenix&lt;br /&gt;
|Desc = The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.&lt;br /&gt;
&lt;br /&gt;
During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.&lt;br /&gt;
|Fail = The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.&lt;br /&gt;
|Succ = The spell's duration increases by 2 rounds.&lt;br /&gt;
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Coiling Inferno&lt;br /&gt;
|Desc = A coil of fire forms around the caster's arm which grows as they send it out binding a hit target.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15m&lt;br /&gt;
|Damage = The caster fires a coiling stream of flames to a target within range, a target hit by these flames takes D3+1 damage.&lt;br /&gt;
&lt;br /&gt;
Additionally, the flames coil around a hit target, on their next turn the coil implodes on the bound target. They make another intelligence defense roll against the casting value taking an additional D2 damage if they fail.&lt;br /&gt;
|Fail = The flames coil fully around the caster dealing D3 damage.&lt;br /&gt;
|Succ = The coiling flames are tighter making the bound target unable to make the second intelligence defense roll and take the additional damage immediately.&lt;br /&gt;
|RedLines = The coil can be destroyed if the target is affected by an aquamancy spell before their turn.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fiery Cyclone&lt;br /&gt;
|Desc = Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.&lt;br /&gt;
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.&lt;br /&gt;
|Succ = The cyclone's movement becomes 8 meters.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flaming Behemoth&lt;br /&gt;
|Desc = The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.&lt;br /&gt;
&lt;br /&gt;
HP: 10&lt;br /&gt;
&lt;br /&gt;
Str: +6, Def: +2, Agi: None, Int: +6&lt;br /&gt;
&lt;br /&gt;
The spirit has 3 attacks, which the caster can use at the end of their turn.&lt;br /&gt;
&lt;br /&gt;
Flame Breath:&lt;br /&gt;
The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.&lt;br /&gt;
&lt;br /&gt;
Flame Claws:&lt;br /&gt;
The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.&lt;br /&gt;
&lt;br /&gt;
Burning Blight:&lt;br /&gt;
The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.&lt;br /&gt;
&lt;br /&gt;
This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.&lt;br /&gt;
|Fail = The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.&lt;br /&gt;
|Succ = The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.&lt;br /&gt;
|RedLines = A Gamemaster must be present when trying to use this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Solarmancy&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smothering Dome&lt;br /&gt;
|Desc = The caster is covered in a small dome that absorbs blocked spells, growing deadlier in the process. The dome is compressed and shot out afterward.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, the caster takes only half damage from magic attacks and spells, rounded down. The other half gets absorbed into the dome and begins to charge it. At the start of the caster's next turn, the layer is compressed into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.&lt;br /&gt;
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.&lt;br /&gt;
|Succ = The dome will last for 2 rounds.&lt;br /&gt;
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.&lt;br /&gt;
Shooting the beam does not require an additional action.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solar Blessing&lt;br /&gt;
|Desc = The caster blesses someone with the power of a sun from Ignos, enveloping them in light. This restores some of the targets' minor wounds and aids with their sight.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster envelops someone with light restoring D2 HP to them, removing the blindness effect and making them immune to magical darkness for 3 rounds.&lt;br /&gt;
|Fail = The light shines in the casters' eyes instead blinding them for 1 round.&lt;br /&gt;
|Succ = The light restores the maximum amount of HP and can be used on two targets but only heals 1 HP if you decide to target two people.&lt;br /&gt;
|RedLines = The caster can target themselves with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smite&lt;br /&gt;
|Desc = Smite allows the caster to invoke an incantation when outdoors and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The attack covers a 3x3 area. All targets within the area receive 3D2 damage and become Blinded by the light for 1 round. If the target continues to wear superheated armor or clothing, they will experience burning.&lt;br /&gt;
|Fail = The caster becomes Blinded themselves for 1 round, and receive Burning.&lt;br /&gt;
|Succ = The spell does 3D2+1 damage instead, and the Blindness lasts for 2 rounds.&lt;br /&gt;
|RedLines = The enemy needs to be under the open sky for the attack to hit them. The attack can't ignite any material besides the worn materials of the enemy. This spell can only be cast during the daytime.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Strike&lt;br /&gt;
|Desc = The caster concentrates light within their palm; hitting an enemy unarmed will cause a flash of light.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The target takes 2D3 damage and is stunned until the end of the next round. Making them unable to move or take any actions or reactions.&lt;br /&gt;
|Fail = The caster takes 3 damage from sunburn.&lt;br /&gt;
|Succ = The stun lasts for an additional round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fiery Mirror&lt;br /&gt;
|Desc = The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the caster rolls a D2+1 to determine how many rounds the spell remains active.&lt;br /&gt;
&lt;br /&gt;
Whenever an attack targets the caster or the target ally, they roll a D6. On an even number, the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one.&lt;br /&gt;
&lt;br /&gt;
The damage goes through to the caster/ally on an odd number, but the damage is halved to a minimum of 1.&lt;br /&gt;
|Fail = The spell has no effect; it breaks apart, and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.&lt;br /&gt;
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ecliptic Blast&lt;br /&gt;
|Desc = The Solarmancer creates a tiny sun the size of their fist before overloading it with heat giving it an eclipse-like appearance and sending it forward in a blast of concentrated light that pierces through enemies.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = If successfully cast, the caster draws a 12-meter-long line from where they stand in any direction.&lt;br /&gt;
&lt;br /&gt;
Anyone within this line that fails to resist will take a d2+1 damage and is blinded for a d2 round.&lt;br /&gt;
&lt;br /&gt;
when casted to a target that is within melee range the caster will also push back their opponent for d3 meters.&lt;br /&gt;
|Fail = The tiny sun gets unstable glowing brighter, blinding the caster for 1 round and dealing a d2 damage.&lt;br /&gt;
|Succ = The tiny sun overflows with power shooting out not 1 but 2 blasts.&lt;br /&gt;
&lt;br /&gt;
The spell will cause 2D2+1 damage instead.&lt;br /&gt;
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.&lt;br /&gt;
&lt;br /&gt;
After using this spell the caster cannot attempt to cast it again for 3 rounds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Regulus Protection&lt;br /&gt;
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage =  If they are hit by a melee attack while protected, the attacker will be knocked back 5 meters and become Blinded for d2 rounds.&lt;br /&gt;
&lt;br /&gt;
The spell lasts for 3 rounds.&lt;br /&gt;
|Fail = The spell malfunctions, hitting the caster with blinding light. They receive 2 damage and Blindness for 1 turn.&lt;br /&gt;
|Succ = The target is pushed back D5+5 blocks away instead of 5 blocks.&lt;br /&gt;
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sunlight Mirage&lt;br /&gt;
|Desc = The caster envelops themself into the sunlight as multiple images of themself appear through solar reflections. The caster can use this to confuse enemies or put up a fun display.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a mirage of themselves in the sunlight surrounding them and moving with them, changing intermittently so enemies cannot find the real one. During the day, they may make 2D2 mirages that are powered directly by Sol. During the night, they may make D2 mirages that are powered by sunlight from a tear. &lt;br /&gt;
&lt;br /&gt;
An attacker will have to roll a die with the number of mirages + 1 for the caster. If the caster has 4 mirages then the attacker rolls a D5 for the attack. To successfully hit the caster, the attacker needs to roll the highest number, after which the caster defends. If any other number is rolled, then a mirage is hit and will disappear.&lt;br /&gt;
&lt;br /&gt;
After 2 rounds, 1 mirage starts disappearing at the end of the caster's turn even if one or more mirages are already destroyed that round.&lt;br /&gt;
|Fail = The caster fails to control the sunlight, blinding themself in the process of enveloping themself in sunlight for their next turn.&lt;br /&gt;
|Succ = The sunlight sharpens and the maximum amount of mirages is conjured.&lt;br /&gt;
|RedLines = The spell has a 3-round cooldown. Mirages cannot attack. An attack cannot destroy two mirages at once. Area of effect attacks will always hit the caster. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spear of the Sun&lt;br /&gt;
|Desc = Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself. It lasts until dispelled and while the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The spear can attack 3 times and deals D2 damage with each hit using a strength roll. The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage and Blinding the target for D2+1 rounds if thrown this way using an Intelligence roll. When this happens, the spear disappears.&lt;br /&gt;
|Fail = The caster becomes blinded for D2 rounds as they cannot handle the sun's powers.&lt;br /&gt;
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.&lt;br /&gt;
|RedLines = Only one spear may be created by the caster at any time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Shining Valkyrie&lt;br /&gt;
|Desc =The caster creates a set of winged armor made of sunlight bolstering their defenses and empowering their spells.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = A shining armor is formed around the caster for D3+2 rounds. &lt;br /&gt;
&lt;br /&gt;
Whilst this armor is around the caster they gain a +2 on any defensive rolls, physical or magical.&lt;br /&gt;
&lt;br /&gt;
Additionally due to the wings on the armor the caster floats slightly above the ground ignoring ground hazards and giving them 4 additional meters of movement.&lt;br /&gt;
|Fail = The light is too bright for the caster blinding them for 1 round and dealing D2 damage to them.&lt;br /&gt;
|Succ = The armor shines brighter adding an additional +1 to magical defence rolls and movement.&lt;br /&gt;
|RedLines = Hazards that are slightly above the ground still affect the caster, who only hovers a few centimeters above ground.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rays of Ignos&lt;br /&gt;
|Desc = The caster conjures potent beams of light that track their targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Rays of light stream forth from the tear to illuminate 3 creatures of the caster's choosing. These creatures bathed in Ignos' light will take 2D2 damage for the spell's duration. If any of the creatures are wearing armor, it will become extremely hot, which increases the damage to 2D2+1 per round instead.&lt;br /&gt;
&lt;br /&gt;
This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = The spell fails, the light falls upon the caster, and they take D3 damage for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for an extra round.&lt;br /&gt;
|RedLines = The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solar Expulsion&lt;br /&gt;
|Desc = The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster charges its power and compresses it in a focal point, creating a sun within range. At the start of the caster's next round, the Sun explodes. This spell deals 8 damage to anyone within six meters and 4 damage + Burning to anyone further away from the sun on the battlefield (besides the caster). Everyone hit is Blinded, and receives -6 meters movement for 2 rounds.&lt;br /&gt;
|Fail = The caster becomes unconscious, receiving 3D2 damage and may lose a limb.&lt;br /&gt;
|Succ = The targets are blinded and slowed for 3 rounds instead of the original duration.&lt;br /&gt;
|RedLines = This spell decays structures within 30 meters as if they were molten.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster must be present for the casting of this spell.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once a week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Magmamancy&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Shield&lt;br /&gt;
|Desc = The casters summons a blazing shield from Ignos. It steams with heat, and bits of lava drip from its edges.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = Create a shield of fire that acts like a normal shield. This lasts until dispelled and as long as the caster remains within range of their tear. Blocking melee attacks will allow the caster to riposte with a fiery pulse via an intelligence roll, dealing 1 damage on success.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = The fiery pulse riposte now deals D2 damage.&lt;br /&gt;
|RedLines = You cannot give the shield to another player. This shield can also not be used in combination with a two-handed weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ring of Fire&lt;br /&gt;
|Desc = The caster creates a ring of fire around themselves or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a ring of fire, a circle with a diameter of 5 meters, impenetrable by any projectile except for the caster's. The caster deals +1 extra damage while inside of this ring. This ring of fire does damage when touched. It gives D3 damage every round they touch the ring and inflicts burning. The ring of fire lasts for D3+2 rounds.&lt;br /&gt;
|Fail = The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.&lt;br /&gt;
|Succ = The ring of fire is strengthened, lasting D3+4 rounds instead. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.&lt;br /&gt;
|RedLines = The fire ring can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.&lt;br /&gt;
&lt;br /&gt;
Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkened Skies&lt;br /&gt;
|Desc = The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target/follow enemies outside this range.&lt;br /&gt;
&lt;br /&gt;
This effect lasts for D3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = The effect stays for an additional D3 rounds.&lt;br /&gt;
|RedLines = Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Bolts&lt;br /&gt;
|Desc = A blazing fire emanates from the tear into Ignos as bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = When firing this spell, a successful roll, the caster rolls a 2D2 to see how many bolts appear. Each bolt deals 1 damage and adds 1 round of burning. If three or more bolts hit the same target, they take all damage from their active burning effect immediately. This ends the burning effect.&lt;br /&gt;
|Fail = The tear becomes unstable whilst casting this spell and collapses, requiring the caster to open a new tear before casting again. &lt;br /&gt;
|Succ = The bolts always make the target take immediate burn damage.&lt;br /&gt;
|RedLines = A maximum of 3 bolts can be shot at the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Molten Soil&lt;br /&gt;
|Desc = The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If successfully cast, the caster may choose a 5x5 area within range to melt down. All targets in this area that are not Pyromancers cannot move for D2+1 rounds. If they do so, they take 2 damage per two meters they move within the area. After escaping the area, characters will have their movement reduced by -3 meters for the following 2 rounds.&lt;br /&gt;
|Fail = The spell has no effect.&lt;br /&gt;
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.&lt;br /&gt;
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Molten Construct&lt;br /&gt;
|Desc = The caster melts an area around them and bends it to their will, forming it into what their mind imagines.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster melts the area and forms the molten area into a protective tool.  This shield has D3+2 rounds of duration. During this duration the caster can't take damage, but if the caster receives  a total of 4 damage the shield breaks. Any attack that deals more damage than the shield's remaining HP will be absorbed by the it. Breaking the shield in the process. &lt;br /&gt;
Out of combat this spell can be used to create mundane weapons and tools, like axes and swords. The spell can also be used to help the creation of more complicated tools such as small mechanical parts or more complicated weapons.&lt;br /&gt;
&lt;br /&gt;
|Fail = The molten material becomes unstable, exploding in a 2x2 area around the caster, dealing d3 damage to all in it.&lt;br /&gt;
|Succ = The molten material is easily controlled and is more refined, adding an additional 2HP to the shield.&lt;br /&gt;
|RedLines = The caster can't use this spell to create destruction by melting areas. &lt;br /&gt;
&lt;br /&gt;
The caster can't create weapons with special traits or stats during CRP, but they are allowed to use it during forging. &lt;br /&gt;
&lt;br /&gt;
This spell can't create Lockpicks&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Scorching Panoply&lt;br /&gt;
|Desc = Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The casters' entire body is surrounded in a shielding flame that grants them +4 on defense rolls for D2+1 rounds.&lt;br /&gt;
|Fail = The caster's suit of armor made of the inferno is not that great. The armor explodes, dealing D2+1 damage to the caster.&lt;br /&gt;
|Succ = The cover the user created for themselves is practically perfect. It grants the caster +6 on defense rolls for 2 extra rounds.&lt;br /&gt;
|RedLines = This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield and cannot damage anything. The spell can be canceled out with any water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smouldering Rain&lt;br /&gt;
|Desc = You make it rain fiery ash for a short time.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster channels a ball of magma which shoots into the air and explodes into a 12 meter area. Everyone within the area takes 1 burn damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.&lt;br /&gt;
|Fail = The ball fire dissolves into the hand of the caster and deals D3+1 damage.&lt;br /&gt;
|Succ = The rain is more intense and deals D2 damage instead of 1 damage flat.&lt;br /&gt;
|RedLines = The caster is immune to the rain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Meteoric Barrage&lt;br /&gt;
|Desc = The caster creates a small volcano that erupts flaming rocks that fall in a flaming barrage on the battlefield.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = Create D7+5 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 4 flat damage per fireball, and will be pinned under the meteorite unable to move for 2 rounds.&lt;br /&gt;
|Fail = Instead half of the summoned fireballs, rounded up, will hit the caster for 1 damage each and the others disperse. The caster will be pinned for 2 rounds, and may lose a limb.&lt;br /&gt;
|Succ = The fireballs deal 5 flat damage.&lt;br /&gt;
|RedLines = A maximum of 2 fireballs may be directed at a single player.&lt;br /&gt;
&lt;br /&gt;
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster must be present for the casting of this spell.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once a week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Flaming Familiar&lt;br /&gt;
|Desc = The mage can create a small, flame-like spirit that follows them around.&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.&lt;br /&gt;
|RedLines = If the familiar is slain, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Brilliant Radiance (Solarmancy only)&lt;br /&gt;
|Desc = The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.&lt;br /&gt;
|RedLines = If a level 10 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Running Hot (Magmamancy only)&lt;br /&gt;
|Desc = When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.&lt;br /&gt;
|RedLines = Once used, this ability has a cooldown of 3 rounds.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=5861</id>
		<title>Geomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=5861"/>
		<updated>2024-03-04T18:35:01Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Additional Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Geomancy&lt;br /&gt;
| Image = GeomancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Kor, the realm of the Mountain&lt;br /&gt;
| Cast = Catalyst - Amerynd Crystal&lt;br /&gt;
| Paths = Biomancy '''·''' Petromancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least two sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions &lt;br /&gt;
|60 Minutes. Proof in lore ticket. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Geomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Warlock&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Envoy of Kor&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Petromancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Petro Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Petromancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Petrosi&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Biomancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Biomancy Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Biomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Biomantis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Most spells in this magic require a Gamemaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the Gamemaster Team.&lt;br /&gt;
&lt;br /&gt;
== Bodily Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Biomancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a biomancer's connection to the natural world of Eseron itself, the biomancer is able to communicate with plants and animals. They understand their motivations and fears, even though their communication is limited.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
As the mage connects more deeply to the nature of Eseron and Kor, their physical embodiment might undergo a harmonious transformation. Antlers might sprout from their head where leaves would naturally unfurl. Hair could adopt shades of moss green or other verdant hues mimicking the vitality of thriving flora. Their skin might take on a healthier, more vibrant tone aswell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biomancers might also be affected as they turn to a more neutral and calm way of living. They don't pick a side but they also don't disagree and agree they will first take action if they are the ones being harmed.&lt;br /&gt;
&lt;br /&gt;
=== Petromancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a petromancer's connection to the inner core of Kor, their skin gains a subtle, stone-like hardness, although a sword still pierces their skin as easily as normal skin.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
A deeper connection to the inner parts of Kor, like done in petromancy could manifest through subtle yet distinctive changes. Their skin may develop a gentle tint of gray, mimicking the subtle shades of stone. Eyes might transform into an array of gemstone-like colors, evoking the hidden treasures within the earth. Hair could shift into vibrant, gem-inspired shades, capturing the brilliance and allure of precious minerals. Because of their close connections to mountains, the Petromancers also learned to adapt a thing or 2 from the dwarves of the north as some petromancers are seen with rather large majestical beards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their habits might become less reactive and more stoic, like a rock as their habits might start repeating in a more strict pattern having a harder time breaking from them and even seeming to not wish to as it would mean stepping out of their comfort zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Veil&lt;br /&gt;
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster needs to roll a d4+1 to determine the number of rounds until the crystals would vanish. If summoned successfully, the shield will cover a four-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb any remaining damage done that attack. &lt;br /&gt;
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.&lt;br /&gt;
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.&lt;br /&gt;
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armour. No other spells can be cast while this spell is active, the caster can cancel this spell whenever without using an action. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Shard&lt;br /&gt;
|Desc = The casters focus on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = If the caster casts the spell successfully, the crystal shard does d2+2 damage to the one single enemy it hits.&lt;br /&gt;
|Fail = The spell fails and a pebble comes out of the tear instead, doing nothing.&lt;br /&gt;
|Succ = The shard is extra sharp and does 2d2+2 instead.&lt;br /&gt;
|RedLines = The crystal shard gets shot out of a tear towards a target to hit it. This target could be whatever. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mending&lt;br /&gt;
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster targets up to a 5x5x5 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.&lt;br /&gt;
&lt;br /&gt;
Any material can be repaired as long as it can be touched safely and the materials for repair are in the area. For example, heated metal can’t be repaired while hot. And a fully burned wooden bridge cannot be repaired without wood present. &lt;br /&gt;
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.&lt;br /&gt;
|Succ = The repaired area grows to a cube of 10x10x10.&lt;br /&gt;
|RedLines = A Gamemaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rock Spike&lt;br /&gt;
|Desc = Summon a spike of rocks that protrudes the ground and damages the unknowing.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a 2x2x3 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 3 meters, possibly disengaging them.&lt;br /&gt;
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.&lt;br /&gt;
|Succ = The caster masterfully manipulates the terrain and creates a second spike which they can use on the same or a different enemy as the first. &lt;br /&gt;
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air. Ground or stone is needed to perform it. This spell cannot be used to edit the terrain, the spike disappears after the spell ends. The spell can not hurt the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Korstone Pebbles&lt;br /&gt;
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll intelligence or get hit. When the spell hits, it does d3 damage.&lt;br /&gt;
|Fail = The stones fly from the tear too hastily and hit the caster in the back of the head, causing the spell to fail.&lt;br /&gt;
|Succ = The stones gain extra momentum and can reach up to 15m&lt;br /&gt;
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquify&lt;br /&gt;
|Desc = The caster gathers the minerals of their surroundings, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15m&lt;br /&gt;
|Damage = One of the following effects will take place;&lt;br /&gt;
&lt;br /&gt;
In combat, the caster shoots the ball of liquid metal at their target within 15m, and it solidifies before impact. This deals 2d2 damage on success, halving the target's speed for their next turn. Or the caster makes a regular weapon or shield for 3 rounds. &lt;br /&gt;
&lt;br /&gt;
Outside of combat, the caster creates a tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Gamemaster supervision. [GM determined]. Intricate tools such as these can only be made once an OOC day.&lt;br /&gt;
&lt;br /&gt;
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.&lt;br /&gt;
|Succ = The manipulation of magic is superb and the spell doubles its original output. The liquid ball turning into two balls for 2d3 damage. And the weapon or shield stays for 6 rounds. This effect does not work on consumable tools such as lockpicks. &lt;br /&gt;
|RedLines = The items made with the spell have to be used quickly otherwise the magical properties disappear and the item turns back to liquid and falls to the ground. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Armored Dust&lt;br /&gt;
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to ranged attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher. &lt;br /&gt;
&lt;br /&gt;
The armor lasts for 4 turns if not destroyed or washed away. &lt;br /&gt;
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. &lt;br /&gt;
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.&lt;br /&gt;
|RedLines = The armor can be washed away with aquamancy projectile spells. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tomb of Stone&lt;br /&gt;
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for their next round, taking 1 damage of crushing at the start of their next round. &lt;br /&gt;
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and trapping them for 1 round.&lt;br /&gt;
|Succ = The rocks are extremely firm and the target is stuck for 2 rounds, taking 1 damage at the start of each round. &lt;br /&gt;
|RedLines = To use this spell out of combat, a Gamemaster has to supervise. Players trapped inside the rock tomb can not attack or be attacked. The same enemy cannot be trapped again for 3 rounds after escaping once before, but will still take damage if the spell is used on them again. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Earthy Encasement&lt;br /&gt;
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = Upon performing the spell, a 2-meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. &lt;br /&gt;
&lt;br /&gt;
The target may attempt to break free by rolling a d20 intelligence. If the target rolls higher than the casting value of the caster they escape. The target always escapes when they roll 15 or higher.&lt;br /&gt;
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.&lt;br /&gt;
|Succ = The earth presses onto the victim harder, the player now has to roll at least an 17 or higher to escape.&lt;br /&gt;
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like). The victim's allies can attempt to dig them out by spending their own action that turn. An encasd player cannot attack or be attacked. An encased player cannot be encased again for 2 rounds after escaping. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seismic Spikes&lt;br /&gt;
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in an 8-meter-long by 5-meter-wide area. Everyone hit within this area takes 2d2 damage.&lt;br /&gt;
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.&lt;br /&gt;
|Succ = The targets hit by the spell have their feet pierced and cannot move for 1 round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cold Forge&lt;br /&gt;
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.&lt;br /&gt;
&lt;br /&gt;
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.&lt;br /&gt;
&lt;br /&gt;
1-5 = Iron. Giving +1 to attacks using a strength roll.&lt;br /&gt;
6-8 = Steel. Giving a +2 to attacks using a strength roll.&lt;br /&gt;
9-10 = Damascus Steel. Giving a +3 to attacks using a strength roll.&lt;br /&gt;
&lt;br /&gt;
 These weapons are not permanent and disappear after the battle has ended or the caster strays too far from the tear. &lt;br /&gt;
|Fail = The caster fails to create any weapon, and is too exhausted to move their next turn. &lt;br /&gt;
|Succ = The caster rolls a D11 instead, where 11 = Adamantium. Giving a +4 to attacks using strength rolls. &lt;br /&gt;
|RedLines = The caster can either make a one-handed or two-handed weapon. If a player doesn't have a weapon in their inventory they can act as if they do. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit of Kor&lt;br /&gt;
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster sends it back or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:&lt;br /&gt;
&lt;br /&gt;
30 HP, 8 meters movement.&lt;br /&gt;
&lt;br /&gt;
+3 on attack rolls.&lt;br /&gt;
+5 on defense rolls.&lt;br /&gt;
&lt;br /&gt;
It can choose from 3 abilities each round.&lt;br /&gt;
&lt;br /&gt;
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.&lt;br /&gt;
&lt;br /&gt;
Protect: If the golem is within 5M of the caster, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.&lt;br /&gt;
&lt;br /&gt;
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.&lt;br /&gt;
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.&lt;br /&gt;
|Succ = The spirit has an additional 10 HP.&lt;br /&gt;
|RedLines = Only one of these spirits may exist at once.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster must be present for the casting of this spell. This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Petromancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pillar of Stone&lt;br /&gt;
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters - 18 meters as projectile&lt;br /&gt;
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.&lt;br /&gt;
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.&lt;br /&gt;
|Succ = The maximum size, instead, is doubled&lt;br /&gt;
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Hands&lt;br /&gt;
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The user briefly touches something and turns it into solid rock.&lt;br /&gt;
&lt;br /&gt;
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.&lt;br /&gt;
&lt;br /&gt;
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.&lt;br /&gt;
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.&lt;br /&gt;
|Succ = The spell lasts for D2+2 rounds.&lt;br /&gt;
|RedLines = You cannot fully petrify other players.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Craftman's Friends&lt;br /&gt;
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.&lt;br /&gt;
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.&lt;br /&gt;
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.&lt;br /&gt;
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.&lt;br /&gt;
&lt;br /&gt;
Moreover, the caster cannot cast any spells while in this golem.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Circle of Stone&lt;br /&gt;
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.&lt;br /&gt;
&lt;br /&gt;
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.&lt;br /&gt;
|Succ = The circle of stones stays up for 5 rounds instead of 3.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Geotic Grasp&lt;br /&gt;
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds&lt;br /&gt;
|Fail = The spell fails, and nothing happens.&lt;br /&gt;
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.&lt;br /&gt;
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.&lt;br /&gt;
The targets can still move everything but their legs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mineral Dome&lt;br /&gt;
|Desc = The casters calls forth crystal pillars and spikes from the ground, each radiating their arcane energy and blessing all who are allies to the caster and stand within. The aura surrounds them as it empowers their strikes and precision and the aura wraps around them like a shield to protect them from harm.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 7 meters&lt;br /&gt;
|Damage = The caster creates an immaterial dome, powered by magically infused crystal spikes in a 15 by 15 area in front of the caster. These spikes and pillars have a total of 10 HP. &lt;br /&gt;
Any ally to the caster standing inside becomes empowered by the magical aura the crystal radiates and gains a +2 bonus to melee attack rolls. And while inside the dome, a magical aura protects them, allowing them to absorb 1 damage per round. The dome stays for D3+1 rounds, or until it's broken by enemies.&lt;br /&gt;
|Fail = The dome shatters, and the energy they radiate becomes weakening. Every ally gets -1 to their rolls for the next round.&lt;br /&gt;
|Succ = The dome stays for the full duration (4 rounds) in and has a total of 14 HP.&lt;br /&gt;
|RedLines = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Stones of Anguish&lt;br /&gt;
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.&lt;br /&gt;
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.&lt;br /&gt;
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. &lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voice of the Mountain&lt;br /&gt;
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.&lt;br /&gt;
&lt;br /&gt;
All enemies in the area  receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.&lt;br /&gt;
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.&lt;br /&gt;
|Succ = The duration of the spell is D2+2 rounds instead.&lt;br /&gt;
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Eden's Wrath&lt;br /&gt;
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. &lt;br /&gt;
|RedLines = This spell can only be used when supervised by a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Casting this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Biomancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Living Soil&lt;br /&gt;
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.&lt;br /&gt;
|Fail = The soil dies immediately, and nothing happens.&lt;br /&gt;
|Succ = The target may heal up to 2D2.&lt;br /&gt;
|RedLines = The spell cannot heal multiple people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Spores&lt;br /&gt;
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.&lt;br /&gt;
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.&lt;br /&gt;
|Succ = The spores are incredibly effective, blinding the target for an extra round.&lt;br /&gt;
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strangle Roots&lt;br /&gt;
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.&lt;br /&gt;
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.&lt;br /&gt;
|Succ = The roots start to strangle the target, dealing D2 damage.&lt;br /&gt;
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animal Control&lt;br /&gt;
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.&lt;br /&gt;
&lt;br /&gt;
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.&lt;br /&gt;
&lt;br /&gt;
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:&lt;br /&gt;
&lt;br /&gt;
HP: 4&lt;br /&gt;
Str: 0, Def: -1, Agi: +2, Int: Unusable&lt;br /&gt;
Attacks: 2, each dealing D2 damage.&lt;br /&gt;
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.&lt;br /&gt;
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.&lt;br /&gt;
|RedLines = This spell only works on common - rare mobs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rose Vines&lt;br /&gt;
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.&lt;br /&gt;
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.&lt;br /&gt;
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.&lt;br /&gt;
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Healing Blossom&lt;br /&gt;
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.&lt;br /&gt;
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.&lt;br /&gt;
|Succ = All targets are healed for the full 2 HP.&lt;br /&gt;
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Gnarling Swarm&lt;br /&gt;
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.&lt;br /&gt;
&lt;br /&gt;
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.&lt;br /&gt;
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.&lt;br /&gt;
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.&lt;br /&gt;
|RedLines = This spell can only be used under Gamemaster supervision if the player wishes to damage a structure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Kor’s Expansion&lt;br /&gt;
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.&lt;br /&gt;
&lt;br /&gt;
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell&lt;br /&gt;
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.&lt;br /&gt;
|RedLines = Players hit by the attack will be thrown out of the radius.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used when a Gamemaster supervises.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Earthly Awareness&lt;br /&gt;
|Desc = The caster has reached a new milestone, where the earth can be read like a book.&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.&lt;br /&gt;
|RedLines = This spell is always active. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Calming Aura (Biomancy only)&lt;br /&gt;
|Desc = Once activated, the caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals allies and themselves.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = The caster heals up to 3 targets within range for 1 HP for 3 turns. &lt;br /&gt;
|RedLines = The caster may also heal themselves. This ability takes an action to activate.&lt;br /&gt;
Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crystalline Hands (Petromancy only)&lt;br /&gt;
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this ability has a 4 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=5846</id>
		<title>Geomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=5846"/>
		<updated>2024-02-28T11:06:58Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Geomancy&lt;br /&gt;
| Image = GeomancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Kor, the realm of the Mountain&lt;br /&gt;
| Cast = Catalyst - Amerynd Crystal&lt;br /&gt;
| Paths = Biomancy '''·''' Petromancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least two sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions &lt;br /&gt;
|60 Minutes. Proof in lore ticket. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Geomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Warlock&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Envoy of Kor&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Petromancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Petro Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Petromancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Petrosi&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Biomancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Biomancy Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Biomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Biomantis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Most spells in this magic require a Gamemaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the Gamemaster Team.&lt;br /&gt;
&lt;br /&gt;
== Bodily Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Biomancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a biomancer's connection to the natural world of Eseron itself, the biomancer is able to communicate with plants and animals. They understand their motivations and fears, even though their communication is limited.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
As the mage connects more deeply to the nature of Eseron and Kor, their physical embodiment might undergo a harmonious transformation. Antlers might sprout from their head where leaves would naturally unfurl. Hair could adopt shades of moss green or other verdant hues mimicking the vitality of thriving flora. Their skin might take on a healthier, more vibrant tone aswell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biomancers might also be affected as they turn to a more neutral and calm way of living. They don't pick a side but they also don't disagree and agree they will first take action if they are the ones being harmed.&lt;br /&gt;
&lt;br /&gt;
=== Petromancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a petromancer's connection to the inner core of Kor, their skin gains a subtle, stone-like hardness, although a sword still pierces their skin as easily as normal skin.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
A deeper connection to the inner parts of Kor, like done in petromancy could manifest through subtle yet distinctive changes. Their skin may develop a gentle tint of gray, mimicking the subtle shades of stone. Eyes might transform into an array of gemstone-like colors, evoking the hidden treasures within the earth. Hair could shift into vibrant, gem-inspired shades, capturing the brilliance and allure of precious minerals. Because of their close connections to mountains, the Petromancers also learned to adapt a thing or 2 from the dwarves of the north as some petromancers are seen with rather large majestical beards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their habits might become less reactive and more stoic, like a rock as their habits might start repeating in a more strict pattern having a harder time breaking from them and even seeming to not wish to as it would mean stepping out of their comfort zone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Veil&lt;br /&gt;
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster needs to roll a d4+1 to determine the number of rounds until the crystals would vanish. If summoned successfully, the shield will cover a four-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb any remaining damage done that attack. &lt;br /&gt;
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.&lt;br /&gt;
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.&lt;br /&gt;
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armour. No other spells can be cast while this spell is active, the caster can cancel this spell whenever without using an action. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Shard&lt;br /&gt;
|Desc = The casters focus on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = If the caster casts the spell successfully, the crystal shard does d2+2 damage to the one single enemy it hits.&lt;br /&gt;
|Fail = The spell fails and a pebble comes out of the tear instead, doing nothing.&lt;br /&gt;
|Succ = The shard is extra sharp and does 2d2+2 instead.&lt;br /&gt;
|RedLines = The crystal shard gets shot out of a tear towards a target to hit it. This target could be whatever. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mending&lt;br /&gt;
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster targets up to a 5x5x5 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.&lt;br /&gt;
&lt;br /&gt;
Any material can be repaired as long as it can be touched safely and the materials for repair are in the area. For example, heated metal can’t be repaired while hot. And a fully burned wooden bridge cannot be repaired without wood present. &lt;br /&gt;
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.&lt;br /&gt;
|Succ = The repaired area grows to a cube of 10x10x10.&lt;br /&gt;
|RedLines = A Gamemaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rock Spike&lt;br /&gt;
|Desc = Summon a spike of rocks that protrudes the ground and damages the unknowing.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a 2x2x3 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 3 meters, possibly disengaging them.&lt;br /&gt;
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.&lt;br /&gt;
|Succ = The caster masterfully manipulates the terrain and creates a second spike which they can use on the same or a different enemy as the first. &lt;br /&gt;
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air. Ground or stone is needed to perform it. This spell cannot be used to edit the terrain, the spike disappears after the spell ends. The spell can not hurt the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Korstone Pebbles&lt;br /&gt;
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll intelligence or get hit. When the spell hits, it does d3 damage.&lt;br /&gt;
|Fail = The stones fly from the tear too hastily and hit the caster in the back of the head, causing the spell to fail.&lt;br /&gt;
|Succ = The stones gain extra momentum and can reach up to 15m&lt;br /&gt;
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquify&lt;br /&gt;
|Desc = The caster gathers the minerals of their surroundings, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15m&lt;br /&gt;
|Damage = One of the following effects will take place;&lt;br /&gt;
&lt;br /&gt;
In combat, the caster shoots the ball of liquid metal at their target within 15m, and it solidifies before impact. This deals 2d2 damage on success, halving the target's speed for their next turn. Or the caster makes a regular weapon or shield for 3 rounds. &lt;br /&gt;
&lt;br /&gt;
Outside of combat, the caster creates a tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Gamemaster supervision. [GM determined]. Intricate tools such as these can only be made once an OOC day.&lt;br /&gt;
&lt;br /&gt;
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.&lt;br /&gt;
|Succ = The manipulation of magic is superb and the spell doubles its original output. The liquid ball turning into two balls for 2d3 damage. And the weapon or shield stays for 6 rounds. This effect does not work on consumable tools such as lockpicks. &lt;br /&gt;
|RedLines = The items made with the spell have to be used quickly otherwise the magical properties disappear and the item turns back to liquid and falls to the ground. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Armored Dust&lt;br /&gt;
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to ranged attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher. &lt;br /&gt;
&lt;br /&gt;
The armor lasts for 4 turns if not destroyed or washed away. &lt;br /&gt;
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. &lt;br /&gt;
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.&lt;br /&gt;
|RedLines = The armor can be washed away with aquamancy projectile spells. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tomb of Stone&lt;br /&gt;
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for their next round, taking 1 damage of crushing at the start of their next round. &lt;br /&gt;
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and trapping them for 1 round.&lt;br /&gt;
|Succ = The rocks are extremely firm and the target is stuck for 2 rounds, taking 1 damage at the start of each round. &lt;br /&gt;
|RedLines = To use this spell out of combat, a Gamemaster has to supervise. Players trapped inside the rock tomb can not attack or be attacked. The same enemy cannot be trapped again for 3 rounds after escaping once before, but will still take damage if the spell is used on them again. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Earthy Encasement&lt;br /&gt;
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = Upon performing the spell, a 2-meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. &lt;br /&gt;
&lt;br /&gt;
The target may attempt to break free by rolling a d20 intelligence. If the target rolls higher than the casting value of the caster they escape. The target always escapes when they roll 15 or higher.&lt;br /&gt;
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.&lt;br /&gt;
|Succ = The earth presses onto the victim harder, the player now has to roll at least an 17 or higher to escape.&lt;br /&gt;
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like). The victim's allies can attempt to dig them out by spending their own action that turn. An encasd player cannot attack or be attacked. An encased player cannot be encased again for 2 rounds after escaping. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seismic Spikes&lt;br /&gt;
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in an 8-meter-long by 5-meter-wide area. Everyone hit within this area takes 2d2 damage.&lt;br /&gt;
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.&lt;br /&gt;
|Succ = The targets hit by the spell have their feet pierced and cannot move for 1 round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cold Forge&lt;br /&gt;
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.&lt;br /&gt;
&lt;br /&gt;
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.&lt;br /&gt;
&lt;br /&gt;
1-5 = Iron. Giving +1 to attacks using a strength roll.&lt;br /&gt;
6-8 = Steel. Giving a +2 to attacks using a strength roll.&lt;br /&gt;
9-10 = Damascus Steel. Giving a +3 to attacks using a strength roll.&lt;br /&gt;
&lt;br /&gt;
 These weapons are not permanent and disappear after the battle has ended or the caster strays too far from the tear. &lt;br /&gt;
|Fail = The caster fails to create any weapon, and is too exhausted to move their next turn. &lt;br /&gt;
|Succ = The caster rolls a D11 instead, where 11 = Adamantium. Giving a +4 to attacks using strength rolls. &lt;br /&gt;
|RedLines = The caster can either make a one-handed or two-handed weapon. If a player doesn't have a weapon in their inventory they can act as if they do. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit of Kor&lt;br /&gt;
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster sends it back or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:&lt;br /&gt;
&lt;br /&gt;
30 HP, 8 meters movement.&lt;br /&gt;
&lt;br /&gt;
+3 on attack rolls.&lt;br /&gt;
+5 on defense rolls.&lt;br /&gt;
&lt;br /&gt;
It can choose from 3 abilities each round.&lt;br /&gt;
&lt;br /&gt;
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.&lt;br /&gt;
&lt;br /&gt;
Protect: If the golem is within 5M of the caster, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.&lt;br /&gt;
&lt;br /&gt;
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.&lt;br /&gt;
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.&lt;br /&gt;
|Succ = The spirit has an additional 10 HP.&lt;br /&gt;
|RedLines = Only one of these spirits may exist at once.&lt;br /&gt;
&lt;br /&gt;
A Gamemaster must be present for the casting of this spell. This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Petromancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pillar of Stone&lt;br /&gt;
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters - 18 meters as projectile&lt;br /&gt;
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.&lt;br /&gt;
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.&lt;br /&gt;
|Succ = The maximum size, instead, is doubled&lt;br /&gt;
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Hands&lt;br /&gt;
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The user briefly touches something and turns it into solid rock.&lt;br /&gt;
&lt;br /&gt;
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.&lt;br /&gt;
&lt;br /&gt;
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.&lt;br /&gt;
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.&lt;br /&gt;
|Succ = The spell lasts for D2+2 rounds.&lt;br /&gt;
|RedLines = You cannot fully petrify other players.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Craftman's Friends&lt;br /&gt;
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.&lt;br /&gt;
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.&lt;br /&gt;
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.&lt;br /&gt;
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.&lt;br /&gt;
&lt;br /&gt;
Moreover, the caster cannot cast any spells while in this golem.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Circle of Stone&lt;br /&gt;
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.&lt;br /&gt;
&lt;br /&gt;
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.&lt;br /&gt;
|Succ = The circle of stones stays up for 5 rounds instead of 3.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Geotic Grasp&lt;br /&gt;
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds&lt;br /&gt;
|Fail = The spell fails, and nothing happens.&lt;br /&gt;
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.&lt;br /&gt;
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.&lt;br /&gt;
The targets can still move everything but their legs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mineral Dome&lt;br /&gt;
|Desc = The casters calls forth crystal pillars and spikes from the ground, each radiating their arcane energy and blessing all who are allies to the caster and stand within. The aura surrounds them as it empowers their strikes and precision and the aura wraps around them like a shield to protect them from harm.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 7 meters&lt;br /&gt;
|Damage = The caster creates an immaterial dome, powered by magically infused crystal spikes in a 15 by 15 area in front of the caster. These spikes and pillars have a total of 10 HP. &lt;br /&gt;
Any ally to the caster standing inside becomes empowered by the magical aura the crystal radiates and gains a +2 bonus to melee attack rolls. And while inside the dome, a magical aura protects them, allowing them to absorb 1 damage per round. The dome stays for D3+1 rounds, or until it's broken by enemies.&lt;br /&gt;
|Fail = The dome shatters, and the energy they radiate becomes weakening. Every ally gets -1 to their rolls for the next round.&lt;br /&gt;
|Succ = The dome stays for the full duration (4 rounds) in and has a total of 14 HP.&lt;br /&gt;
|RedLines = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Stones of Anguish&lt;br /&gt;
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.&lt;br /&gt;
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.&lt;br /&gt;
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. &lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voice of the Mountain&lt;br /&gt;
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.&lt;br /&gt;
&lt;br /&gt;
All enemies in the area  receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.&lt;br /&gt;
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.&lt;br /&gt;
|Succ = The duration of the spell is D2+2 rounds instead.&lt;br /&gt;
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Eden's Wrath&lt;br /&gt;
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. &lt;br /&gt;
|RedLines = This spell can only be used when supervised by a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Casting this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Biomancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Living Soil&lt;br /&gt;
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.&lt;br /&gt;
|Fail = The soil dies immediately, and nothing happens.&lt;br /&gt;
|Succ = The target may heal up to 2D2.&lt;br /&gt;
|RedLines = The spell cannot heal multiple people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Spores&lt;br /&gt;
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.&lt;br /&gt;
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.&lt;br /&gt;
|Succ = The spores are incredibly effective, blinding the target for an extra round.&lt;br /&gt;
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strangle Roots&lt;br /&gt;
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.&lt;br /&gt;
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.&lt;br /&gt;
|Succ = The roots start to strangle the target, dealing D2 damage.&lt;br /&gt;
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animal Control&lt;br /&gt;
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.&lt;br /&gt;
&lt;br /&gt;
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.&lt;br /&gt;
&lt;br /&gt;
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:&lt;br /&gt;
&lt;br /&gt;
HP: 4&lt;br /&gt;
Str: 0, Def: -1, Agi: +2, Int: Unusable&lt;br /&gt;
Attacks: 2, each dealing D2 damage.&lt;br /&gt;
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.&lt;br /&gt;
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.&lt;br /&gt;
|RedLines = This spell only works on common - rare mobs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rose Vines&lt;br /&gt;
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.&lt;br /&gt;
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.&lt;br /&gt;
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.&lt;br /&gt;
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Healing Blossom&lt;br /&gt;
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.&lt;br /&gt;
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.&lt;br /&gt;
|Succ = All targets are healed for the full 2 HP.&lt;br /&gt;
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Gnarling Swarm&lt;br /&gt;
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.&lt;br /&gt;
&lt;br /&gt;
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.&lt;br /&gt;
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.&lt;br /&gt;
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.&lt;br /&gt;
|RedLines = This spell can only be used under Gamemaster supervision if the player wishes to damage a structure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Kor’s Expansion&lt;br /&gt;
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.&lt;br /&gt;
&lt;br /&gt;
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell&lt;br /&gt;
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.&lt;br /&gt;
|RedLines = Players hit by the attack will be thrown out of the radius.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used when a Gamemaster supervises.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Earthly Awareness&lt;br /&gt;
|Desc = The caster has reached a new milestone, where the earth can be read like a book.&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.&lt;br /&gt;
|RedLines = This spell is always active. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Calming Aura (Biomancy only)&lt;br /&gt;
|Desc = Once activated, the caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals allies and themselves.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = The caster heals up to 3 targets within range for D2 HP.&lt;br /&gt;
|RedLines = The caster may also heal themselves.&lt;br /&gt;
Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crystalline Hands (Petromancy only)&lt;br /&gt;
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this ability has a 4 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=5754</id>
		<title>Aeromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=5754"/>
		<updated>2024-02-14T14:33:44Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aeromancy&lt;br /&gt;
| Image = AeromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aether, the realm of the nine Winds&lt;br /&gt;
| Cast = Catalyst - Opal Gem&lt;br /&gt;
| Paths = Lunarmancy '''·''' Tempestacy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. &lt;br /&gt;
&lt;br /&gt;
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.&lt;br /&gt;
&lt;br /&gt;
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Aeromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aether Seer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Tempest Explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Storm Mage&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Tempest Tamer&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Moonlit Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Lunarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lunaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.&lt;br /&gt;
&lt;br /&gt;
== Bodily Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a tempestamancer's connection to the outer storms of Aether, they experience a subtle yet transformative shift. They become lighter of weight, allowing them to maybe float a little above the ground, them being carried on streaks of wind.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
Being connected to the outer storms of the realm can leave its marks on the mage's appearance. Eyes can transition to hues of yellow and blue, capturing the vibrant colors of lightning's dance. Veins near the surface of their skin manifest in a blue, lightning-like pattern, evoking the electric currents they now wield. Their hair takes on shades reminiscent of crackling lightning, further mimicking a tempest. The presence of a Tempestacer also tends to make the air within a room either thicker or thinner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are also more energetic, but sometimes also very impulsive.&lt;br /&gt;
&lt;br /&gt;
=== Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
The height of a Lunarmancer fluctuates by as much as 10 centimeters depending on the time of day.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
By being more connected to the moon and the night, the mage's physical form shifts subtly. Eyes can transform into galaxies of color, capturing the cosmic mysteries of the night sky. Hair can gain a cosmic shimmer, akin to stardust woven through their strands, allowing them to become a beacon of celestial allure in the dark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Lunarmancer is critical, often highly intelligent, and questions everything. They often possess a strong sense of duty and are naturally curious. They also tend to grow more calm and quiet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Blast&lt;br /&gt;
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster rolls a D5 to see how strong the impact of the blast is. The target takes double the roll result in knockback.&lt;br /&gt;
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.&lt;br /&gt;
|Succ = Instead of rolling a D5, the caster rolls 2d4. The knockback is triple the total roll result.&lt;br /&gt;
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Shear&lt;br /&gt;
|Desc = The caster manipulates the air with Aether magic to turn the wind into a hail of small knives that can be hurled toward enemies.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates D5 small knives of air that float around them and can be shot at enemies within range.&lt;br /&gt;
&lt;br /&gt;
Once the spell is cast successfully, the caster shouts how many knives to go toward each enemy, each dealing 1 damage.&lt;br /&gt;
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.&lt;br /&gt;
|Succ = The maximum amount of knives is summoned.&lt;br /&gt;
|RedLines = A single intelligence roll is done to defend, no matter how many knives are send to a target. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Head Wind&lt;br /&gt;
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster causes a headwind that last 5 rounds in the backs of up 3 targets. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. &lt;br /&gt;
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.&lt;br /&gt;
|Succ = The effect is strengthened and adds 4 meters instead of 2.&lt;br /&gt;
|RedLines = The caster has to emote in their casting emote who is affected by the spell, including themself.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind familiar&lt;br /&gt;
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement meters to the caster. &lt;br /&gt;
|Fail = The familiar doesn’t show up.&lt;br /&gt;
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.&lt;br /&gt;
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Tunnel&lt;br /&gt;
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel, unable to move during their next turn. &lt;br /&gt;
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take 2 damage on the way. &lt;br /&gt;
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cyclone Sphere&lt;br /&gt;
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to their shooter, causing 1 damage to the enemy. The sphere is able to block level 1 spells, unbinding them.&lt;br /&gt;
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Bound&lt;br /&gt;
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.&lt;br /&gt;
&lt;br /&gt;
Once bound, the target can attempt to break free by rolling a D20 intelligence. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ intelligence roll will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.&lt;br /&gt;
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.&lt;br /&gt;
|RedLines = The caster cannot cast any other spells if this spell is still active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Guiding Winds&lt;br /&gt;
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied or their own ranged projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
1. Forward Gust: Double the range of the missile attack.&lt;br /&gt;
&lt;br /&gt;
2. Downward Gust: The damage of the missile attack is +2 if successful.&lt;br /&gt;
&lt;br /&gt;
3. Guiding Gust: Increase attack rolls for the projectile by 2&lt;br /&gt;
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.&lt;br /&gt;
|RedLines = This spell cannot be used on magical projectiles. Only 1 of the same effect may be applied to a the same projectile. Multiple of different effects may be applied to the same projectile. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aero Whip&lt;br /&gt;
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.&lt;br /&gt;
&lt;br /&gt;
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 intelligence. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17 or above will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
&lt;br /&gt;
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.&lt;br /&gt;
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.&lt;br /&gt;
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aether Palm&lt;br /&gt;
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:&lt;br /&gt;
&lt;br /&gt;
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 10 meters and take D3+2 damage.&lt;br /&gt;
&lt;br /&gt;
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D3+2 damage.&lt;br /&gt;
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.&lt;br /&gt;
|Succ = The hand does full damage.&lt;br /&gt;
|RedLines = This spell has a 2-round cooldown. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Apex Tornado&lt;br /&gt;
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.&lt;br /&gt;
&lt;br /&gt;
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.&lt;br /&gt;
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.&lt;br /&gt;
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.&lt;br /&gt;
|RedLines = This spell must be cast in the presence of a Gamemaster. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Lunarmancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkness&lt;br /&gt;
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates an area of pure darkness in a 8x8 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, excluding the caster.&lt;br /&gt;
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for the maximum time and is increased to a 10x10 area.&lt;br /&gt;
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlight&lt;br /&gt;
|Desc = The caster produces an orb of moonlight in their palms, acting as both a light source and a weapon of defense that could be thrown with great speed. Because of the purifying properties of Lunarmancy, this is extra effective against beings influenced by voidal magic. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Before casting, the caster must choose between two effects:&lt;br /&gt;
&lt;br /&gt;
Illuminate. The caster conjures an orb of moonlight in the palm of their hand, acting as a torch that lights up a 4x4 radius. The resulting light also has the ability to pierce through magical darkness. This lasts until the caster cancels the spell.&lt;br /&gt;
&lt;br /&gt;
Irradiate. Upon succeeding, an orb of moonlight launches itself towards one target, causing 1d3 damage. If the target in question is a voidal being, an extra 1d2 is added to the damage.&lt;br /&gt;
|Fail = The moonlight dims in the caster's hand, falling apart into nothing but remnants of stardust.&lt;br /&gt;
|Succ = The Irradiate effect's base damage will be a guaranteed total of 3, while the Illuminate effect's radius increases to 6x6.&lt;br /&gt;
|RedLines = The Illuminate effect is incapable of inflicting damage, even to voidal beings. The effect is also ended when the caster casts another spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlit Veil&lt;br /&gt;
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.&lt;br /&gt;
&lt;br /&gt;
The spell stays active for D3+3 rounds and will then automatically crumble.&lt;br /&gt;
&lt;br /&gt;
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.&lt;br /&gt;
|Fail = The spell will fail, causing the veil to fall apart.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time.&lt;br /&gt;
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Judgement&lt;br /&gt;
|Desc =  Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone and become supercooled, causing freeze burns, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If hit by the attack, the enemy will receive D3 damage and the burning effect. They will also receive a slow of -6 meters for 2 rounds.&lt;br /&gt;
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.&lt;br /&gt;
|Succ = The spell is empowered and deals D3+2 damage instead.&lt;br /&gt;
|RedLines = The enemy needs to be in the open for the attack to hit them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Dream Touch&lt;br /&gt;
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:&lt;br /&gt;
&lt;br /&gt;
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.&lt;br /&gt;
&lt;br /&gt;
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 17+ intelligence roll will always cause the target to wake up.&lt;br /&gt;
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.&lt;br /&gt;
|Succ = The spell will heal or damage by 2 rather than D2.&lt;br /&gt;
|RedLines = You cannot check someone's memories using this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crescent Slash&lt;br /&gt;
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile but has an increased melee attack range of 6 meters instead of 4. &lt;br /&gt;
&lt;br /&gt;
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.&lt;br /&gt;
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.&lt;br /&gt;
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.&lt;br /&gt;
|RedLines = A shield can not be used while wielding the Crescent Slash. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hallowed Grounds&lt;br /&gt;
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.&lt;br /&gt;
&lt;br /&gt;
The caster can make a casting of Hallowed Grounds indefinite via Gamemaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.&lt;br /&gt;
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.&lt;br /&gt;
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.&lt;br /&gt;
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. &lt;br /&gt;
&lt;br /&gt;
If the land or the item in question is destroyed, the effects of this spell are as well. A Gamemaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lunar Doppelganger&lt;br /&gt;
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.&lt;br /&gt;
&lt;br /&gt;
The doppelgangers dissolve after 3 rounds.&lt;br /&gt;
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.&lt;br /&gt;
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.&lt;br /&gt;
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wrath of the Moon&lt;br /&gt;
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.&lt;br /&gt;
&lt;br /&gt;
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.&lt;br /&gt;
&lt;br /&gt;
If the target is a living being: D5+3 Damage&lt;br /&gt;
&lt;br /&gt;
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The caster summons the max amount of shards.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
&lt;br /&gt;
A player target can only be hit by 1 shard.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Tempestacy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spark&lt;br /&gt;
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.&lt;br /&gt;
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.&lt;br /&gt;
|Succ = The target is stunned for the maximum amount of time.&lt;br /&gt;
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Storm Armor&lt;br /&gt;
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind and crackling electricity that acts as armor for the user. This field catches any missed melee attacks and sends the attacker flying back. After taking serious damage, the user loses their Storm Armor, causing a wave of electrified air to rush away from them, knocking anyone within two meters of them back by one meter.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back D5 blocks. This armor lasts until the caster gets takes 5 damage total, after which it explodes and deals 2 damage to anyone in melee range of the caster. &lt;br /&gt;
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The attacker is knocked away for D10 blocks instead of a D5. &lt;br /&gt;
|RedLines = The caster can't cast another spell while being in their Storm Armor. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunder Cloud Prison&lt;br /&gt;
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequences.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates an electrified field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. For every meter moved inside the thunder cloud, 1 damage is taken. Upon taking 5 damage, the target becomes paralyzed. &lt;br /&gt;
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.&lt;br /&gt;
|Succ = The prison stays for the maximum amount of rounds.&lt;br /&gt;
|RedLines = Allies also take damage in this cloud, though Tempestacy mages are immune to the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lightning Strike&lt;br /&gt;
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.&lt;br /&gt;
&lt;br /&gt;
1 = The attack will shock the target for one round, making them unable to attack on their next turn.&lt;br /&gt;
&lt;br /&gt;
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin for an extra 1 damage.&lt;br /&gt;
&lt;br /&gt;
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning for 2 turns. &lt;br /&gt;
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.&lt;br /&gt;
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.&lt;br /&gt;
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tempest Form&lt;br /&gt;
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcest&lt;br /&gt;
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.&lt;br /&gt;
&lt;br /&gt;
These effects last for 2D2 rounds.&lt;br /&gt;
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.&lt;br /&gt;
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.&lt;br /&gt;
|RedLines = If a caster is mounted while the spell is active. The movement speed of the mount will be used instead of the caster's.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunderous Roar&lt;br /&gt;
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.&lt;br /&gt;
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.&lt;br /&gt;
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.&lt;br /&gt;
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Chain Lightning&lt;br /&gt;
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.&lt;br /&gt;
&lt;br /&gt;
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.&lt;br /&gt;
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.&lt;br /&gt;
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Calling of the Storm&lt;br /&gt;
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.&lt;br /&gt;
&lt;br /&gt;
The mage can move freely anywhere within this area during their movement turn.&lt;br /&gt;
&lt;br /&gt;
Any players on horseback are knocked off their horses instantly.&lt;br /&gt;
&lt;br /&gt;
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilites ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cloud&lt;br /&gt;
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. &lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.&lt;br /&gt;
|RedLines = The healing effect is not applicable in combat. &lt;br /&gt;
&lt;br /&gt;
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. &lt;br /&gt;
&lt;br /&gt;
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Lightning Reflexes (Tempestacy Only)&lt;br /&gt;
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.&lt;br /&gt;
|RedLines = This is a passive ability, not an active one. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cleansing Aura (Lunarmancy Only)&lt;br /&gt;
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. &lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.&lt;br /&gt;
&lt;br /&gt;
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.&lt;br /&gt;
|RedLines = The blinding effect of this ability has a 2 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=5753</id>
		<title>Aeromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=5753"/>
		<updated>2024-02-14T13:51:46Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aeromancy&lt;br /&gt;
| Image = AeromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aether, the realm of the nine Winds&lt;br /&gt;
| Cast = Catalyst - Opal Gem&lt;br /&gt;
| Paths = Lunarmancy '''·''' Tempestacy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. &lt;br /&gt;
&lt;br /&gt;
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.&lt;br /&gt;
&lt;br /&gt;
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Aeromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aether Seer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Tempest Explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Storm Mage&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Tempest Tamer&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Moonlit Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Lunarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lunaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.&lt;br /&gt;
&lt;br /&gt;
== Bodily Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a tempestamancer's connection to the outer storms of Aether, they experience a subtle yet transformative shift. They become lighter of weight, allowing them to maybe float a little above the ground, them being carried on streaks of wind.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
Being connected to the outer storms of the realm can leave its marks on the mage's appearance. Eyes can transition to hues of yellow and blue, capturing the vibrant colors of lightning's dance. Veins near the surface of their skin manifest in a blue, lightning-like pattern, evoking the electric currents they now wield. Their hair takes on shades reminiscent of crackling lightning, further mimicking a tempest. The presence of a Tempestacer also tends to make the air within a room either thicker or thinner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are also more energetic, but sometimes also very impulsive.&lt;br /&gt;
&lt;br /&gt;
=== Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
The height of a Lunarmancer fluctuates by as much as 10 centimeters depending on the time of day.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
By being more connected to the moon and the night, the mage's physical form shifts subtly. Eyes can transform into galaxies of color, capturing the cosmic mysteries of the night sky. Hair can gain a cosmic shimmer, akin to stardust woven through their strands, allowing them to become a beacon of celestial allure in the dark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Lunarmancer is critical, often highly intelligent, and questions everything. They often possess a strong sense of duty and are naturally curious. They also tend to grow more calm and quiet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Blast&lt;br /&gt;
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster rolls a D5 to see how strong the impact of the blast is. The target takes double the roll result in knockback.&lt;br /&gt;
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.&lt;br /&gt;
|Succ = Instead of rolling a D5, the caster rolls 2d4. The knockback is triple the total roll result.&lt;br /&gt;
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Shear&lt;br /&gt;
|Desc = The caster manipulates the air with Aether magic to turn the wind into a hail of small knives that can be hurled toward enemies.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates D5 small knives of air that float around them and can be shot at enemies within range.&lt;br /&gt;
&lt;br /&gt;
Once the spell is cast successfully, the caster shouts how many knives to go toward each enemy, each dealing 1 damage.&lt;br /&gt;
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.&lt;br /&gt;
|Succ = The maximum amount of knives is summoned.&lt;br /&gt;
|RedLines = A single intelligence roll is done to defend, no matter how many knives are send to a target. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Head Wind&lt;br /&gt;
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster causes a headwind that last 5 rounds in the backs of up 3 targets. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. &lt;br /&gt;
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.&lt;br /&gt;
|Succ = The effect is strengthened and adds 4 meters instead of 2.&lt;br /&gt;
|RedLines = The caster has to emote in their casting emote who is affected by the spell, including themself.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind familiar&lt;br /&gt;
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement meters to the caster. &lt;br /&gt;
|Fail = The familiar doesn’t show up.&lt;br /&gt;
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.&lt;br /&gt;
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Tunnel&lt;br /&gt;
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel, unable to move during their next turn. &lt;br /&gt;
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take 2 damage on the way. &lt;br /&gt;
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cyclone Sphere&lt;br /&gt;
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to their shooter, causing 1 damage to the enemy. The sphere is able to block level 1 spells, unbinding them.&lt;br /&gt;
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Bound&lt;br /&gt;
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.&lt;br /&gt;
&lt;br /&gt;
Once bound, the target can attempt to break free by rolling a D20 intelligence. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ intelligence roll will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.&lt;br /&gt;
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.&lt;br /&gt;
|RedLines = The caster cannot cast any other spells if this spell is still active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Guiding Winds&lt;br /&gt;
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied or their own ranged projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
1. Forward Gust: Double the range of the missile attack.&lt;br /&gt;
&lt;br /&gt;
2. Downward Gust: The damage of the missile attack is +2 if successful.&lt;br /&gt;
&lt;br /&gt;
3. Guiding Gust: Increase attack rolls for the projectile by 2&lt;br /&gt;
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.&lt;br /&gt;
|RedLines = This spell cannot be used on magical projectiles. Only 1 of the same effect may be applied to a the same projectile. Multiple of different effects may be applied to the same projectile. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aero Whip&lt;br /&gt;
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.&lt;br /&gt;
&lt;br /&gt;
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 intelligence. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17 or above will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
&lt;br /&gt;
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.&lt;br /&gt;
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.&lt;br /&gt;
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aether Palm&lt;br /&gt;
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:&lt;br /&gt;
&lt;br /&gt;
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 10 meters and take D3+2 damage.&lt;br /&gt;
&lt;br /&gt;
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D3+2 damage.&lt;br /&gt;
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.&lt;br /&gt;
|Succ = The hand does full damage.&lt;br /&gt;
|RedLines = This spell has a 2-round cooldown. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Apex Tornado&lt;br /&gt;
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.&lt;br /&gt;
&lt;br /&gt;
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.&lt;br /&gt;
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.&lt;br /&gt;
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.&lt;br /&gt;
|RedLines = This spell must be cast in the presence of a Gamemaster. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Lunarmancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkness&lt;br /&gt;
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates an area of pure darkness in a 8x8 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, excluding the caster.&lt;br /&gt;
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for the maximum time and is increased to a 10x10 area.&lt;br /&gt;
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlight&lt;br /&gt;
|Desc = The caster produces an orb of moonlight in their palms, acting as both a light source and a weapon of defense that could be thrown with great speed. Because of the purifying properties of Lunarmancy, this is extra effective against beings influenced by voidal magic. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Before casting, the caster must choose between two effects:&lt;br /&gt;
&lt;br /&gt;
Illuminate. The caster conjures an orb of moonlight in the palm of their hand, acting as a torch that lights up a 4x4 radius. The resulting light also has the ability to pierce through magical darkness. This lasts until the caster cancels the spell.&lt;br /&gt;
&lt;br /&gt;
Irradiate. Upon succeeding, an orb of moonlight launches itself towards one target, causing 1d3 damage. If the target in question is a voidal being, an extra 1d2 is added to the damage.&lt;br /&gt;
|Fail = The moonlight dims in the caster's hand, falling apart into nothing but remnants of stardust.&lt;br /&gt;
|Succ = The Irradiate effect's base damage will be a guaranteed total of 3, while the Illuminate effect's radius increases to 6x6.&lt;br /&gt;
|RedLines = The Illuminate effect is incapable of inflicting damage, even to voidal beings. The effect is also ended when the caster casts another spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlit Veil&lt;br /&gt;
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.&lt;br /&gt;
&lt;br /&gt;
The spell stays active for D3+3 rounds and will then automatically crumble.&lt;br /&gt;
&lt;br /&gt;
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.&lt;br /&gt;
|Fail = The spell will fail, causing the veil to fall apart.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time.&lt;br /&gt;
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Judgement&lt;br /&gt;
|Desc =  Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone and become supercooled, causing freeze burns, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If hit by the attack, the enemy will receive D3 damage and the burning effect. They will also receive a slow of -6 meters for 2 rounds.&lt;br /&gt;
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.&lt;br /&gt;
|Succ = The spell is empowered and deals D3+2 damage instead.&lt;br /&gt;
|RedLines = The enemy needs to be in the open for the attack to hit them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Dream Touch&lt;br /&gt;
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:&lt;br /&gt;
&lt;br /&gt;
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.&lt;br /&gt;
&lt;br /&gt;
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 17+ intelligence roll will always cause the target to wake up.&lt;br /&gt;
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.&lt;br /&gt;
|Succ = The spell will heal or damage by 2 rather than D2.&lt;br /&gt;
|RedLines = You cannot check someone's memories using this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crescent Slash&lt;br /&gt;
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile but has an increased melee attack range of 6 meters instead of 4. &lt;br /&gt;
&lt;br /&gt;
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.&lt;br /&gt;
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.&lt;br /&gt;
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.&lt;br /&gt;
|RedLines = A shield can not be used while wielding the Crescent Slash. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hallowed Grounds&lt;br /&gt;
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.&lt;br /&gt;
&lt;br /&gt;
The caster can make a casting of Hallowed Grounds indefinite via Gamemaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.&lt;br /&gt;
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.&lt;br /&gt;
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.&lt;br /&gt;
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. &lt;br /&gt;
&lt;br /&gt;
If the land or the item in question is destroyed, the effects of this spell are as well. A Gamemaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lunar Doppelganger&lt;br /&gt;
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.&lt;br /&gt;
&lt;br /&gt;
The doppelgangers dissolve after 3 rounds.&lt;br /&gt;
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.&lt;br /&gt;
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.&lt;br /&gt;
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wrath of the Moon&lt;br /&gt;
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.&lt;br /&gt;
&lt;br /&gt;
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.&lt;br /&gt;
&lt;br /&gt;
If the target is a living being: D5+3 Damage&lt;br /&gt;
&lt;br /&gt;
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The caster summons the max amount of shards.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
&lt;br /&gt;
A player target can only be hit by 1 shard.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Tempestacy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spark&lt;br /&gt;
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.&lt;br /&gt;
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.&lt;br /&gt;
|Succ = The target is stunned for the maximum amount of time.&lt;br /&gt;
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Storm Armor&lt;br /&gt;
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind and crackling electricity that acts as armor for the user. This field catches any missed melee attacks and sends the attacker flying back. After taking serious damage, the user loses their Storm Armor, causing a wave of electrified air to rush away from them, knocking anyone within two meters of them back by one meter.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back D5 blocks. This armor lasts until the caster gets takes 5 damage total, after which it explodes and deals 2 damage to anyone in melee range of the caster. &lt;br /&gt;
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The attacker is knocked away for D10 blocks instead of a D5. &lt;br /&gt;
|RedLines = The caster can't cast another spell while being in their Storm Armor. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunder Cloud Prison&lt;br /&gt;
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequences.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates an electrified field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. For every meter moved inside the thunder cloud, 1 damage is taken. Upon taking 5 damage, the target becomes paralyzed. &lt;br /&gt;
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.&lt;br /&gt;
|Succ = The prison stays for the maximum amount of rounds.&lt;br /&gt;
|RedLines = Allies also take damage in this cloud, though Tempestacy mages are immune to the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lightning Strike&lt;br /&gt;
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.&lt;br /&gt;
&lt;br /&gt;
1 = The attack will shock the target for one round, making them unable to attack on their next turn.&lt;br /&gt;
&lt;br /&gt;
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin for an extra 1 damage.&lt;br /&gt;
&lt;br /&gt;
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning for 2 turns. &lt;br /&gt;
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.&lt;br /&gt;
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.&lt;br /&gt;
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tempest Form&lt;br /&gt;
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcest&lt;br /&gt;
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.&lt;br /&gt;
&lt;br /&gt;
These effects last for 2D2 rounds.&lt;br /&gt;
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.&lt;br /&gt;
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.&lt;br /&gt;
|RedLines = If a caster is mounted. The movement speed of the mount will be used. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunderous Roar&lt;br /&gt;
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.&lt;br /&gt;
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.&lt;br /&gt;
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.&lt;br /&gt;
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Chain Lightning&lt;br /&gt;
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.&lt;br /&gt;
&lt;br /&gt;
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.&lt;br /&gt;
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.&lt;br /&gt;
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Calling of the Storm&lt;br /&gt;
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.&lt;br /&gt;
&lt;br /&gt;
The mage can move freely anywhere within this area during their movement turn.&lt;br /&gt;
&lt;br /&gt;
Any players on horseback are knocked off their horses instantly.&lt;br /&gt;
&lt;br /&gt;
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilites ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cloud&lt;br /&gt;
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. &lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.&lt;br /&gt;
|RedLines = The healing effect is not applicable in combat. &lt;br /&gt;
&lt;br /&gt;
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. &lt;br /&gt;
&lt;br /&gt;
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Lightning Reflexes (Tempestacy Only)&lt;br /&gt;
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.&lt;br /&gt;
|RedLines = This is a passive ability, not an active one. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cleansing Aura (Lunarmancy Only)&lt;br /&gt;
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. &lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.&lt;br /&gt;
&lt;br /&gt;
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.&lt;br /&gt;
|RedLines = The blinding effect of this ability has a 2 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=5752</id>
		<title>Aeromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=5752"/>
		<updated>2024-02-14T13:43:33Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aeromancy&lt;br /&gt;
| Image = AeromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aether, the realm of the nine Winds&lt;br /&gt;
| Cast = Catalyst - Opal Gem&lt;br /&gt;
| Paths = Lunarmancy '''·''' Tempestacy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. &lt;br /&gt;
&lt;br /&gt;
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.&lt;br /&gt;
&lt;br /&gt;
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Aeromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aether Seer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Tempest Explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Storm Mage&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Tempest Tamer&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Moonlit Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Lunarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lunaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.&lt;br /&gt;
&lt;br /&gt;
== Bodily Changes ==&lt;br /&gt;
&lt;br /&gt;
=== Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
Because of a tempestamancer's connection to the outer storms of Aether, they experience a subtle yet transformative shift. They become lighter of weight, allowing them to maybe float a little above the ground, them being carried on streaks of wind.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
Being connected to the outer storms of the realm can leave its marks on the mage's appearance. Eyes can transition to hues of yellow and blue, capturing the vibrant colors of lightning's dance. Veins near the surface of their skin manifest in a blue, lightning-like pattern, evoking the electric currents they now wield. Their hair takes on shades reminiscent of crackling lightning, further mimicking a tempest. The presence of a Tempestacer also tends to make the air within a room either thicker or thinner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are also more energetic, but sometimes also very impulsive.&lt;br /&gt;
&lt;br /&gt;
=== Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
==== Mandatory ====&lt;br /&gt;
The height of a Lunarmancer fluctuates by as much as 10 centimeters depending on the time of day.&lt;br /&gt;
&lt;br /&gt;
==== Optional ====&lt;br /&gt;
By being more connected to the moon and the night, the mage's physical form shifts subtly. Eyes can transform into galaxies of color, capturing the cosmic mysteries of the night sky. Hair can gain a cosmic shimmer, akin to stardust woven through their strands, allowing them to become a beacon of celestial allure in the dark.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Lunarmancer is critical, often highly intelligent, and questions everything. They often possess a strong sense of duty and are naturally curious. They also tend to grow more calm and quiet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Blast&lt;br /&gt;
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster rolls a D5 to see how strong the impact of the blast is. The target takes double the roll result in knockback.&lt;br /&gt;
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.&lt;br /&gt;
|Succ = Instead of rolling a D5, the caster rolls 2d4. The knockback is triple the total roll result.&lt;br /&gt;
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Shear&lt;br /&gt;
|Desc = The caster manipulates the air with Aether magic to turn the wind into a hail of small knives that can be hurled toward enemies.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates D5 small knives of air that float around them and can be shot at enemies within range.&lt;br /&gt;
&lt;br /&gt;
Once the spell is cast successfully, the caster shouts how many knives to go toward each enemy, each dealing 1 damage.&lt;br /&gt;
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.&lt;br /&gt;
|Succ = The maximum amount of knives is summoned.&lt;br /&gt;
|RedLines = A single intelligence roll is done to defend, no matter how many knives are send to a target. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Head Wind&lt;br /&gt;
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster causes a headwind that last 5 rounds in the backs of up 3 targets. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. &lt;br /&gt;
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.&lt;br /&gt;
|Succ = The effect is strengthened and adds 4 meters instead of 2.&lt;br /&gt;
|RedLines = The caster has to emote in their casting emote who is affected by the spell, including themself.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind familiar&lt;br /&gt;
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement meters to the caster. &lt;br /&gt;
|Fail = The familiar doesn’t show up.&lt;br /&gt;
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.&lt;br /&gt;
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Tunnel&lt;br /&gt;
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel, unable to move during their next turn. &lt;br /&gt;
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take 2 damage on the way. &lt;br /&gt;
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cyclone Sphere&lt;br /&gt;
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to their shooter, causing 1 damage to the enemy. The sphere is able to block level 1 spells, unbinding them.&lt;br /&gt;
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Bound&lt;br /&gt;
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.&lt;br /&gt;
&lt;br /&gt;
Once bound, the target can attempt to break free by rolling a D20 intelligence. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ intelligence roll will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.&lt;br /&gt;
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.&lt;br /&gt;
|RedLines = The caster cannot cast any other spells if this spell is still active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Guiding Winds&lt;br /&gt;
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied or their own ranged projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
1. Forward Gust: Double the range of the missile attack.&lt;br /&gt;
&lt;br /&gt;
2. Downward Gust: The damage of the missile attack is +2 if successful.&lt;br /&gt;
&lt;br /&gt;
3. Guiding Gust: Increase attack rolls for the projectile by 2&lt;br /&gt;
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.&lt;br /&gt;
|RedLines = This spell cannot be used on magical projectiles. Only 1 of the same effect may be applied to a the same projectile. Multiple of different effects may be applied to the same projectile. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aero Whip&lt;br /&gt;
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.&lt;br /&gt;
&lt;br /&gt;
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 intelligence. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17 or above will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
&lt;br /&gt;
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.&lt;br /&gt;
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.&lt;br /&gt;
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aether Palm&lt;br /&gt;
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:&lt;br /&gt;
&lt;br /&gt;
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 10 meters and take D3+2 damage.&lt;br /&gt;
&lt;br /&gt;
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D3+2 damage.&lt;br /&gt;
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.&lt;br /&gt;
|Succ = The hand does full damage.&lt;br /&gt;
|RedLines = This spell has a 2-round cooldown. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Apex Tornado&lt;br /&gt;
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.&lt;br /&gt;
&lt;br /&gt;
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.&lt;br /&gt;
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.&lt;br /&gt;
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.&lt;br /&gt;
|RedLines = This spell must be cast in the presence of a Gamemaster. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Lunarmancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkness&lt;br /&gt;
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates an area of pure darkness in a 8x8 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, excluding the caster.&lt;br /&gt;
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for the maximum time and is increased to a 10x10 area.&lt;br /&gt;
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlight&lt;br /&gt;
|Desc = The caster produces an orb of moonlight in their palms, acting as both a light source and a weapon of defense that could be thrown with great speed. Because of the purifying properties of Lunarmancy, this is extra effective against beings influenced by voidal magic. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Before casting, the caster must choose between two effects:&lt;br /&gt;
&lt;br /&gt;
Illuminate. The caster conjures an orb of moonlight in the palm of their hand, acting as a torch that lights up a 4x4 radius. The resulting light also has the ability to pierce through magical darkness. This lasts until the caster cancels the spell.&lt;br /&gt;
&lt;br /&gt;
Irradiate. Upon succeeding, an orb of moonlight launches itself towards one target, causing 1d3 damage. If the target in question is a voidal being, an extra 1d2 is added to the damage.&lt;br /&gt;
|Fail = The moonlight dims in the caster's hand, falling apart into nothing but remnants of stardust.&lt;br /&gt;
|Succ = The Irradiate effect's base damage will be a guaranteed total of 3, while the Illuminate effect's radius increases to 6x6.&lt;br /&gt;
|RedLines = The Illuminate effect is incapable of inflicting damage, even to voidal beings. The effect is also ended when the caster casts another spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlit Veil&lt;br /&gt;
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.&lt;br /&gt;
&lt;br /&gt;
The spell stays active for D3+3 rounds and will then automatically crumble.&lt;br /&gt;
&lt;br /&gt;
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.&lt;br /&gt;
|Fail = The spell will fail, causing the veil to fall apart.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time.&lt;br /&gt;
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Judgement&lt;br /&gt;
|Desc =  Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone and become supercooled, causing freeze burns, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If hit by the attack, the enemy will receive D3 damage and the burning effect. They will also receive a slow of -6 meters for 2 rounds.&lt;br /&gt;
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.&lt;br /&gt;
|Succ = The spell is empowered and deals D3+2 damage instead.&lt;br /&gt;
|RedLines = The enemy needs to be in the open for the attack to hit them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Dream Touch&lt;br /&gt;
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:&lt;br /&gt;
&lt;br /&gt;
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.&lt;br /&gt;
&lt;br /&gt;
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 17+ intelligence roll will always cause the target to wake up.&lt;br /&gt;
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.&lt;br /&gt;
|Succ = The spell will heal or damage by 2 rather than D2.&lt;br /&gt;
|RedLines = You cannot check someone's memories using this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crescent Slash&lt;br /&gt;
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile but has an increased melee attack range of 6 meters instead of 4. &lt;br /&gt;
&lt;br /&gt;
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.&lt;br /&gt;
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.&lt;br /&gt;
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.&lt;br /&gt;
|RedLines = A shield can not be used while wielding the Crescent Slash. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hallowed Grounds&lt;br /&gt;
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.&lt;br /&gt;
&lt;br /&gt;
The caster can make a casting of Hallowed Grounds indefinite via Gamemaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.&lt;br /&gt;
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.&lt;br /&gt;
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.&lt;br /&gt;
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. &lt;br /&gt;
&lt;br /&gt;
If the land or the item in question is destroyed, the effects of this spell are as well. A Gamemaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lunar Doppelganger&lt;br /&gt;
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.&lt;br /&gt;
&lt;br /&gt;
The doppelgangers dissolve after 3 rounds.&lt;br /&gt;
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.&lt;br /&gt;
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.&lt;br /&gt;
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wrath of the Moon&lt;br /&gt;
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.&lt;br /&gt;
&lt;br /&gt;
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.&lt;br /&gt;
&lt;br /&gt;
If the target is a living being: D5+3 Damage&lt;br /&gt;
&lt;br /&gt;
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The caster summons the max amount of shards.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
&lt;br /&gt;
A player target can only be hit by 1 shard.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Tempestacy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spark&lt;br /&gt;
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.&lt;br /&gt;
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.&lt;br /&gt;
|Succ = The target is stunned for the maximum amount of time.&lt;br /&gt;
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Storm Armor&lt;br /&gt;
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind and crackling electricity that acts as armor for the user. This field catches any missed melee attacks and sends the attacker flying back. After taking serious damage, the user loses their Storm Armor, causing a wave of electrified air to rush away from them, knocking anyone within two meters of them back by one meter.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back D5 blocks. This armor lasts until the caster gets takes 5 damage total, after which it explodes and deals 2 damage to anyone in melee range of the caster. &lt;br /&gt;
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The attacker is knocked away for D10 blocks instead of a D5. &lt;br /&gt;
|RedLines = The caster can't cast another spell while being in their Storm Armor. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunder Cloud Prison&lt;br /&gt;
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequences.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates an electrified field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. For every meter moved inside the thunder cloud, 1 damage is taken. Upon taking 5 damage, the target becomes stunned. &lt;br /&gt;
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.&lt;br /&gt;
|Succ = The prison stays for the maximum amount of rounds.&lt;br /&gt;
|RedLines = Allies also take damage in this cloud, though Tempestacy mages are immune to the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lightning Strike&lt;br /&gt;
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.&lt;br /&gt;
&lt;br /&gt;
1 = The attack will shock the target for one round, making them unable to attack on their next turn.&lt;br /&gt;
&lt;br /&gt;
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin for an extra 1 damage.&lt;br /&gt;
&lt;br /&gt;
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning for 2 turns. &lt;br /&gt;
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.&lt;br /&gt;
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.&lt;br /&gt;
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tempest Form&lt;br /&gt;
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcest&lt;br /&gt;
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.&lt;br /&gt;
&lt;br /&gt;
These effects last for 2D2 rounds.&lt;br /&gt;
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.&lt;br /&gt;
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.&lt;br /&gt;
|RedLines = If a caster is mounted. The movement speed of the mount will be used. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunderous Roar&lt;br /&gt;
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.&lt;br /&gt;
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.&lt;br /&gt;
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.&lt;br /&gt;
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Chain Lightning&lt;br /&gt;
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.&lt;br /&gt;
&lt;br /&gt;
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.&lt;br /&gt;
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.&lt;br /&gt;
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Calling of the Storm&lt;br /&gt;
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.&lt;br /&gt;
&lt;br /&gt;
The mage can move freely anywhere within this area during their movement turn.&lt;br /&gt;
&lt;br /&gt;
Any players on horseback are knocked off their horses instantly.&lt;br /&gt;
&lt;br /&gt;
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilites ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cloud&lt;br /&gt;
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. &lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.&lt;br /&gt;
|RedLines = The healing effect is not applicable in combat. &lt;br /&gt;
&lt;br /&gt;
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. &lt;br /&gt;
&lt;br /&gt;
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Lightning Reflexes (Tempestacy Only)&lt;br /&gt;
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.&lt;br /&gt;
|RedLines = This is a passive ability, not an active one. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cleansing Aura (Lunarmancy Only)&lt;br /&gt;
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. &lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.&lt;br /&gt;
&lt;br /&gt;
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.&lt;br /&gt;
|RedLines = The blinding effect of this ability has a 2 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&amp;diff=5751</id>
		<title>Hemomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&amp;diff=5751"/>
		<updated>2024-02-14T12:57:08Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Additional Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Hemomancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Sanguine Relic&lt;br /&gt;
| Paths = Night '''·''' Beast '''·''' Blood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tremble, fearful mortals, for the midnight hour chimes. &lt;br /&gt;
&lt;br /&gt;
As the sun sets on the realms of the living, the midnight hosts march out from their lairs to prey on those who dare to enter their territory after dark. As ancient beasts and restless Vampires scour the woods around little towns looking for fresh prey, the watchmen who are there to protect the citizens can do nothing but pray that those who turned to the great houses of the shadow realm do not set their eyes upon them, for they are hopeless against the fangs of steel and knifed claws of the Blood thirsting hosts.&lt;br /&gt;
== History ==&lt;br /&gt;
The arts of those who call themselves the red mages or vampires have been around as long as most mortal souls can remember. Their cults first appeared in the Attian Empire. There they set their eyes on the courts and positions of power as a vampire feels like they are destined to rule. Yet their curse of endless bloodlust has led to destruction as the god-king of the Attians swept away their influence in a great flood, leading to the demise of most organized hemomancy activity. The ancient text of the first red cults used to convert the first hemomancers has long been gone. Destroyed in the waters of the great floodings. These days, the most common folk tales left behind are that of vampires, striking on nights, being sly and steady killers before vampire hunters came to slay these beasts. It has been a long time since the last vampires were seen, but will they ever return? Or maybe did they ever really go away?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
The learning and teaching of the ways of the Hemomancer are becoming one in their fullest glory. Their training consists of obtaining the full extent of one's vampirical nature and living well with the downsides that come with it. Not many things are known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn. The initiate hemomancer removes their blood and fills it with the corrupted, voidal blood of the servants of the Midnight Aristocracy. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to side with a house of the midnight aristocracy they once more require to nurture their hemomantic powers through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 2 to Lvl 3&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5 &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
| 1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|}After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Hemomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Initiate&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Bloodless initiate&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Red cultist&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 sanguine charges. The spellcaster unlocks the Ichor Friend ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Red cultist veteran&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Hemomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 4 sanguine charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of the Night ===&lt;br /&gt;
The house of the Night is the noblest among the Midnight Aristocracy houses. They see themselves as superior to other beings and have immeasurable pride. The house of the Night is known for its blood absorption techniques and the usage of darkness and shadow. &lt;br /&gt;
&lt;br /&gt;
With each level the mage gains in this house, their status is elevated, and they become more prideful and noble. Upon reaching Aristocrat status, the mage can no longer hide their true nature without effort.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Fledgeling&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Crimson Eyes Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Neonate&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Bloody Nails Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Half Blood&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Sucker Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Noble Blood&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Skin Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Midnight Aristocrat&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Hover Ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of the Beast ===&lt;br /&gt;
The house of the Beast is a ferocious house that credits itself with hunting and strength. The house of the Beast is well-known as a house of vigor and brawn prized within their bodily enhancement spells that turn their residents into beasts of terror. Each level the mage gains within this house elevates their status and gives them more superiority over the lower-ranking members. The house follows a beast-like hierarchy system where one has to obey their superior or is cast aside. Upon reaching Beastmaster status, the mage can no longer hide their true self without effort. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Whelp&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Preying Scents ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Pack Scavenger&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Claws ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Beta Hunter&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Protective Coat Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Alpha Predator&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Fight of Flight Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Bloodless Beastmaster&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Apex Instinct Ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of Blood ===&lt;br /&gt;
The house of Blood is the most occult house among the Aristocracy. They value blood and its covering of the world above all else. Those who are house residents are known to use great amounts of blood to dye the battlefield red before a victim is even claimed. The house of Blood is prized for its ability to manipulate blood and change its properties to fit the mage. Each level the mage gains within this house elevates their status within the house to better fit the worship of blood itself. Once a mage becomes a Crimson Lord, they are blinded with the pleasure of spreading the red liquid wherever they can, though their outer appearance does not change. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Bloodied initiate&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Devout Follower&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Red Preacher&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Flame ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Ichor Bishop&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Crimson Lord&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage becomes a half-voidal being. This means that certain attacks are more effective, and they may suffer a backlash from this. The caster must use the blood charges of their catalyst for certain spells. To fill the catalyst, request a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Those who tread the path of hemomancer will need a constant supply of fresh blood. Causing bloodlust and carnage among those who practice this art.  &lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Needle&lt;br /&gt;
|Desc = The caster turns their blood droplets into tiny needles they can send flying toward their enemies. The needles are sharp enough to do the magical piercing.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates D8 needles that they can send out in a 15x3 area. Everyone in that area who fails to defend themselves will be hit by the attack and take 1 damage per needle aimed at them.&lt;br /&gt;
&lt;br /&gt;
Due to the sharpness of the needles, the target gets a -1 intelligence on their magical defense roll.&lt;br /&gt;
|Fail = The blood drops fail to take form and fall on the ground.&lt;br /&gt;
|Succ = The caster creates D4+4 needles instead.&lt;br /&gt;
|RedLines = Each enemy may only be targeted by 3 needles at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Splatter&lt;br /&gt;
|Desc = The caster cuts their hand open or uses a blood charge from their relic, and splatters blood in front of them in a wide area. Those hit with the blood will be blinded.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster cuts open their hand with their weapon, or uses a blood charge from their relic,  spreading the blood in a 3x5 area in front of them. Any targets in that area will get corrosive blood in their eyes and be blinded for D3 rounds.&lt;br /&gt;
|Fail = The blood becomes unbearably corrosive, failing and dealing an extra 1 damage to the caster.&lt;br /&gt;
|Succ = The targets hit with this spell will take 1 damage from it.&lt;br /&gt;
|RedLines = This spell costs either 1 sanguine charge, or 1 HP from a self-inflicted cut. The blood is not corrosive enough to burn through anything or cause permanent eye damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sanguine Brand&lt;br /&gt;
|Desc = The caster touches a target with their palm, creating a brand of blood on the touched surface. The caster can make this brand erode itself upon command. The target will feel a sting where the caster touched them, and the brand will be visible outside the target.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster creates a brand that lasts until the caster commands the brand to erode or lasts for 5 rounds in combat before automatically eroding. While the brand is active, the caster deals +1 damage to the being marked with it.&lt;br /&gt;
&lt;br /&gt;
The brand deals D2 damage when it erodes, but the caster knows exactly where the brand is if it is active.&lt;br /&gt;
&lt;br /&gt;
Outside of CRP the brand stays for 1 OOC day until it automatically erodes.&lt;br /&gt;
|Fail = The caster fails to implant a brand, merely blemishing the target's skin.&lt;br /&gt;
|Succ = The brand deals D2+1 damage when eroding.&lt;br /&gt;
|RedLines = Only 2 brands may be active at one time&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Seed&lt;br /&gt;
|Desc = The caster creates a seed of blood that they drop on the floor. If an enemy walks over this seed, their feet are punctured, and the seed starts draining their vitality.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 1 meters&lt;br /&gt;
|Damage = The caster creates a seed of blood that they place on the block they are standing on. If an enemy player steps on this block the seed will pierce upwards through the foot of whatever stood over it,  dealing 1 damage for every round the enemy is standing on that space.&lt;br /&gt;
&lt;br /&gt;
The target that gets pierced will be stuck in place for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
It will dissolve if the seed hasn't pierced anyone after 3 rounds.&lt;br /&gt;
|Fail = The seed refuses to form, dissolving into a few drops of blood.&lt;br /&gt;
|Succ = The seed will live up to 5 rounds without anyone stepping on it.&lt;br /&gt;
|RedLines = A maximum of 3 seeds can be active at once. A Lunarmancer can cleanse the target space of the blood seed to end its duration early.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Bolt&lt;br /&gt;
|Desc = The caster concentrates their blood inside an orb that shoots a powerful bolt toward an enemy. Those hit with the bolt are covered in blood until they clean themselves.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends forth a blood bolt that deals D3 damage. Upon success the target is covered in blood, losing 2 meters movement. The caster can choose to spend a sanguine charge to enhance the spell, increasing the range to 20 meters and worsening the slow to -4 meters movement.&lt;br /&gt;
|Fail = The blood bolt explodes as the caster is about the send it out, covering the caster in the blood instead and making them lose 2 meters movement.&lt;br /&gt;
|Succ = The bolt deals 2D2 damage.&lt;br /&gt;
|RedLines = The enhanced version of this spell costs 1 sanguine charge.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seal Limb&lt;br /&gt;
|Desc = The caster controls the enemy's blood to a limited extent, causing one of the enemy's limbs to become unusable.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The limb of the caster's choosing will be shut off from blood and lose its function for D2 rounds.&lt;br /&gt;
&lt;br /&gt;
If an arm is sealed, the target can only use one-handed combat until their limb is unsealed.&lt;br /&gt;
&lt;br /&gt;
If a leg is sealed, the target loses half its movement.&lt;br /&gt;
|Fail = The caster strains too much while attempting to cast the spell, causing it to rebound. The caster rolls a D2; 1 = an arm becomes sealed for 1 round, 2 = a leg becomes sealed for 1 round.&lt;br /&gt;
|Succ = The seal lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = The head or torso of a target cannot be sealed this way; only one limb per target may be sealed per hemomancer that uses this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Borrowed Time&lt;br /&gt;
|Desc = The caster casts a spell on their target that slows their blood flow; once the spell ends, the target suddenly feels their vitality leaving their body compared to the damage they took previously.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The caster casts a short-range spell that slows the blood flow of their enemy for D2 rounds. The target might feel fatigued, but nothing seems to have changed.&lt;br /&gt;
&lt;br /&gt;
When the duration ends, the target's blood suddenly starts rushing fast again, and they take extra damage equal to half the damage they took during the rounds they were affected by the spell, rounded down.&lt;br /&gt;
|Fail = The caster freezes themselves in place for 1 round.&lt;br /&gt;
|Succ = The spell instead lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Unleased Armor&lt;br /&gt;
|Desc = The caster consumes a vial of blood as they feel their back ripping open, revealing a structure of bones and flesh that may be considered natural armor. Though it does not seem capable of defending the caster, it does seem able to hurt others who try to attack them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster inflicts D3 damage upon themselves as skeletal spines spike out of their backs. Anytime an enemy attacks them from close range, the enemy will take D2 damage.&lt;br /&gt;
&lt;br /&gt;
This effect stays for 3 rounds but gets increased in length by one extra round every time someone attacks the caster.&lt;br /&gt;
|Fail = The caster inflicts d3 damage upon themselves, and nothing else happens.&lt;br /&gt;
|Succ = The spikes will do the maximum amount of damage.&lt;br /&gt;
|RedLines = This spell can kill you.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crackling Skin&lt;br /&gt;
|Desc = The mage pours one charge of their Relic over their hand as they point their finger at someone. The blood under the target's skin will harden, creating patches of hardness on it. As they will try to react by moving, the patches start to tear, spurting out blood the more they move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The target's skin hardens. For every 2 meters they move or are moved, they take D3 damage. This effect will stay for 2 rounds.&lt;br /&gt;
|Fail = The spell does nothing, but as a reaction to this failure, the caster can fill up their Relic with their blood, restoring one charge and dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The opponent's skin hardens to its fullest extent, turning the damage into a D4.&lt;br /&gt;
|RedLines = This spell costs one sanguine charge.&lt;br /&gt;
&lt;br /&gt;
The caster can only curse a total of 2 targets at the same time with this spell. This spell only works if the target has skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wielded Blood&lt;br /&gt;
|Desc = The mage summons forth a spurt of blood from their Relic as they mold it into a blade. This blade has an innate connection to their blood, granting them life force from the people they hit with their blade.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage creates a blood blade. granting healing for every successful attack while doing the usual damage to the opponent. The caster heals half the damage they inflict, rounded down, up to a maximum of 5HP. The blade also grants a +1 on attack rolls when wielded in the first 2 rounds. This weapon lasts for 4 rounds.&lt;br /&gt;
|Fail = The caster loses a charge on their Relic, and the blood turns into an oozing whip that deals 4 damage to the target and then splatters apart.&lt;br /&gt;
|Succ = The weapon the mage has created with their blood is sharper than any sword someone has ever seen, giving the caster a +2 instead of a +1 for attack rolls in the first two rounds.&lt;br /&gt;
|RedLines = This spell costs one sanguine charge to cast.&lt;br /&gt;
&lt;br /&gt;
Switching out from this weapon before the time runs out costs an action phase.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Garden&lt;br /&gt;
|Desc = The caster touches the ground and causes an immense redness to spread through the terrain. Blood in the form of flowers sprouts all over the area. A blood seed will afflict any enemies moving within the area, and allies can thread as they please.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a field of blood flowers around themselves in a 20x20 area for D3+2 rounds. The flowers release blood seeds everywhere, so they will afflict anyone entering the area.&lt;br /&gt;
&lt;br /&gt;
With every step an enemy takes within the field, another blood seed will activate.&lt;br /&gt;
|Fail = The caster channels its energy into the surrounding area, but it flows back into the caster, causing a bloody eruption within its body. The caster is knocked out and may lose a limb.&lt;br /&gt;
|Succ = The area stays for D5+3 rounds instead.&lt;br /&gt;
|RedLines = This spell requires 2 sanguine charges. A Gamemaster must be present to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Night&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Life Leech&lt;br /&gt;
|Desc = The mage opens the wounds existing on one's body and sucks up the blood within their bodies. As the enemy takes damage, the mage instead absorbs the blood through consumption, which grants them additional life force.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The person attacked with this spell takes D2 damage on a successful roll. For this one hit point, either the mage regains D2 HP, or they can fill up a charge on their blood relic.&lt;br /&gt;
|Fail = The spell fails, but the mage can use a charge of their Relic to regain D2 HP&lt;br /&gt;
|Succ = More blood is drained, healing the caster by 1 additional HP.&lt;br /&gt;
|RedLines = This spell only works on already wounded targets, be it that the wounds secrete blood. The mage cannot overheal their max hit points. The mage can either heal or fill up a charge in their Relic, not both.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Summon Darkness&lt;br /&gt;
|Desc = The caster creates a magical dark fog, seeping out from beneath their clothes and enveloping everything within a small area, blotting out the light of candles and other light sources in a room, allowing for sneak attacks or an easy escape. The fog slowly dissipates, and everyone EXCEPT the caster has the Blindness status effect applied to them for however long they are inside the fog or until the fog ends.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Everyone in the range except the caster will be blinded for however long the fog lasts, using the Blindness status effect.&lt;br /&gt;
&lt;br /&gt;
In a closed room the fog lasts D3+2 rounds by filling the space. &lt;br /&gt;
&lt;br /&gt;
In an open room, the fog stays for D3+1 rounds and slowly leaves. &lt;br /&gt;
&lt;br /&gt;
In an open/outdoor area, the spell stays for D3 rounds by quickly fading away.&lt;br /&gt;
|Fail = The caster also loses control of the spell and becomes blinded by fog. The fog lasts half the normal duration, rounded down.&lt;br /&gt;
|Succ = The fog is especially potent and lasts the full duration of the spell.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Summon Household&lt;br /&gt;
|Desc = The mage summons their household pets from the shadows to help them in battle. As their household battles the enemy, the mage stands back and watches the ensuing chaos.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The mage extends their shadow and from it summons their household pets that linger within it. The mage rolls a D10 upon a successful cast.&lt;br /&gt;
&lt;br /&gt;
On a 1-4 roll, the caster summons a bat with 1 HP, a+1 strength modifier, and deals 1 damage upon a successful attack. It has 10 meters movement.&lt;br /&gt;
&lt;br /&gt;
On a 5-9 roll, the caster summons a rat with 2HP, a +2 strength modifier, and deals 2 damage upon a successful attack. It has 8 meters movement.&lt;br /&gt;
&lt;br /&gt;
On a 10, the caster summons a wolf with 3HP, a +3 strength modifier, and deals 3 damage upon a successful attack. It has 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
The caster rolls a normal D20 and adds the + modifier to determine the success of a summon attack. Their household will take it's turn(s) after the caster's.&lt;br /&gt;
|Fail = The caster overextends their shadow and hurts themselves in retaliation. The caster takes D2 damage.&lt;br /&gt;
|Succ = The summoned creature is doubled.&lt;br /&gt;
|RedLines = This spell cannot be activated if a summon is already active. The caster cannot actively attack the target the summons is attacking.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bloody Siphon&lt;br /&gt;
|Desc = The caster sacrifices a sanguine charge, and creates an orb of blood that floats in the air in a set place, any creature near this siphon will have their blood forcefully extracted through the pores of their skin. The mage can eventually absorb this siphon.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster creates a floating orb of blood on the space they are standing on, that lasts for D3+2 rounds. Any enemy within 8 meters of the orb will lose 1 HP at the start of their turn.&lt;br /&gt;
&lt;br /&gt;
Once the siphon ends naturally, or the mage retracts it, they heal half of the damage the siphon dished out, rounded down.&lt;br /&gt;
&lt;br /&gt;
Magical attacks can attack the siphon to end it early. The siphon has 3 HP.&lt;br /&gt;
|Fail = The siphon is not tuned well enough and starts absorbing blood from everyone in the radius. Including the caster and their allies. The siphon cannot be absorbed and collapses after 3 rounds or when destroyed.&lt;br /&gt;
|Succ = The siphon's range is increased to 10 meters&lt;br /&gt;
|RedLines = The spell costs 1 sanguine charge. Only one siphon can be active at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = True Form&lt;br /&gt;
|Desc = When the moon shines in all its glory at night, the mage can take flight! While pouring charges of blood over their body, the mage can grow an excellent pair of wings on their back.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage douses their back in charges of their Sanguine Relic, sprouting wings from their back and gaining additional health and speed for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can hover mid-air with these wings by emoting they do so. They'll be at least 5 meters in the air where they stand.&lt;br /&gt;
&lt;br /&gt;
The caster doubles their movement speed as long as they're airborne, and they gain 5 max HP for the duration of the spell. Once the spell ends, any access HP above the caster's max HP is lost.&lt;br /&gt;
&lt;br /&gt;
Melee attacks cannot hit the caster while they are airborne. While airborne, the caster gains a +2 to saving rolls against physical projectiles. Magic attacks against the caster do an additional 2 damage per successful attack while the caster is airborne.&lt;br /&gt;
|Fail = The spell doesn't work, and the mage feels immense pain in their back, causing 3 damage. The mage will have to wait for 3 rounds before attempting to recast this spell.&lt;br /&gt;
|Succ = The spell lasts for the max duration.&lt;br /&gt;
|RedLines = This spell costs 2 sanguine charges to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used at night and cannot be cast upon others. The wings cannot be used as a weapon. Other abilities can be used while this spell is active. The mage cannot carry people while flying.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Beasts&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strengthen Muscles&lt;br /&gt;
|Desc = The caster fortifies their blood in their arms, allowing them beast-like strength to crush their enemies or climb up surfaces a little higher, though they will lose some speed due to their increased weight.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster uses the power from their relic to strengthen their forearms, granting them increased strength and defense for D3 rounds. The caster gets a +2 boost in strength and defense, offering up speed as the caster's movement speed is halved and rounded down.&lt;br /&gt;
&lt;br /&gt;
The caster can spend a sanguine charge to enhance the benefits of this spell, providing a +3 boost for D2+1 rounds.&lt;br /&gt;
|Fail = The caster strains their muscles too much, wasting their relic power.&lt;br /&gt;
|Succ = The caster also boosts their leg muscles slightly; their movement is no longer halved.&lt;br /&gt;
|RedLines = The caster can climb up smaller ledges using this spell due to their strength. They're able to climb 3 blocks instead of 1. For this, a staff member must spectate the cast, and they will let you up the ledge.&lt;br /&gt;
&lt;br /&gt;
The enhanced version of this spell costs 1 sanguine charge. The enhanced version instead grants 5 blocks worth of climbing range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bestial Ground Claws&lt;br /&gt;
|Desc = The caster sticks their claws into the ground and slashes upwards, creating 3 massive gushes of force that soar towards enemies.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster puts their claws into the ground, flinging them upwards as 3 long slashes of raw force slice anything in their path.&lt;br /&gt;
&lt;br /&gt;
The slashes travel in a 8x3 area forwards, with only 1 slash per row. If the slash hits a person, it will stop at that person.&lt;br /&gt;
&lt;br /&gt;
Each slash deals D2+2 damage.&lt;br /&gt;
|Fail = The caster gets their hand stuck in the ground and cannot move for 1 round.&lt;br /&gt;
|Succ = The attack power of the slash is increased, and the spell deals D3+2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Feral Fist&lt;br /&gt;
|Desc = A perfectly cultivated strike, the fist is engulfed with energy from the caster’s tear and a powerful blow can be unleashed.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The punch is similar to a kinetic blast. It deals 2 damage and knockback that pushes a single target away by D6+2 blocks.&lt;br /&gt;
A sanguine charge can be used to boost the spell's effect and deal D3+2 damage instead.&lt;br /&gt;
|Fail = The caster charges too much energy to their fist and ends up stunning themself for a round, unable to attack but still defend.&lt;br /&gt;
|Succ = Knockback distance is charged to its maximum range.&lt;br /&gt;
|RedLines = If the target is within 1 meter of the caster, the attack deal 1 extra damage. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Beastkin Howl&lt;br /&gt;
|Desc = The caster invokes magic in their voice, calling out towards the wide world and calling for their kin to help them out in battle.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = When the caster is successful in casting this spell. A Lycan-thrall will arrive in D2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once the Lycan-thrall arrives, they look like a half-human, half-beast monster that fights with claws.&lt;br /&gt;
&lt;br /&gt;
The Lycan-thrall has 3 HP and will flee after reaching 0 hp. It has a +2 on attack and +1 on defense. They cannot defend themselves from magical or ranged attacks. It has two claw attacks, each dealing D2 damage. It has 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
The caster rolls a D20 and adds the bonus for the action of the Lycan-thrall. Its turn is directly after the caster's.&lt;br /&gt;
|Fail = The caster calls forth an enemy beast that bites them and deals 2 damage before running off.&lt;br /&gt;
|Succ = The caster calls forth a Lycan-thrall near the caster's location, instantly appearing.&lt;br /&gt;
|RedLines = The caster rolls for the Lycan-thrall, and only one Lycan-thrall can be active at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Regeneration&lt;br /&gt;
|Desc = The caster uses blood from their relic to heal themselves up and close any open wounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster wields the energy to heal themselves for 2HP at the end of their turn for D2+1 rounds. The bleeding effect will be stopped if the spell was cast successfully.&lt;br /&gt;
|Fail = The caster fails to control the voidal energy contained in the spell and starts taking 1 damage at the end of their turn for D3 rounds.&lt;br /&gt;
|Succ = The spell was cast steadily and will last for 3 rounds instead of D3 rounds. &lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge. Healing is very tasky, the caster cannot attack while healing and the healing will stop if the caster takes damage. The caster can still move and defend.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hunting Grounds&lt;br /&gt;
|Desc = The mage extracts a use from their Sanguine relic to create a hunting ground that their targets can enter but cannot leave. If a person tries to leave the hunting grounds forcibly, they will be struck by bloody thorns.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The mage creates an area of 10 blocks all around them for D4+1 rounds. While in this area, the caster gains +1 to strength rolls for every 2 victims trapped in said radius.&lt;br /&gt;
&lt;br /&gt;
Anyone who enters this area will be slowed by -2 meters and cannot freely leave the 10-meter radius before the spell ends or the caster allows it.&lt;br /&gt;
&lt;br /&gt;
Those who wish to leave forcibly will have to roll a D20 agility and roll over a 12; otherwise, they are stopped at the edge of the grounds and take 1 damage.&lt;br /&gt;
|Fail = The use of the sanguine relic is wasted, and the caster is stunned for 2 rounds, unable to attack, defend or move to recover their energy.  &lt;br /&gt;
|Succ = The hunting grounds are more potent, requiring an agility roll over 15 to escape its edge.&lt;br /&gt;
|RedLines = The hunting grounds will be canceled by the Hallowed Grounds of the lunarmancers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = True Beast&lt;br /&gt;
|Desc = The mage attains a full grasp of their powers when the moon glows brightly in the night sky. They grow taller, stronger, and faster to embrace their inner beast fully. After the mage casts this spell, they will lose their rationality and attack a friend or foe.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The mage turns into a beast of their description by soaking themselves with charges from their sanguine relic. The mage gains a health, strength, defense, and speed bonus for D5+5 rounds.&lt;br /&gt;
&lt;br /&gt;
The mage gets +5 HP and max HP for the duration (health above their original max HP disappears at the end of the duration), as well as +3 Strength and +2 Defense. In this form, the mage takes half damage, rounded up from mundane physical attacks, but they still take full magic damage. The mage may move 6+D9 Agility meters per movement phase. &lt;br /&gt;
&lt;br /&gt;
The mage loses rationality on who is a friend and a foe, attacking those closest to them, only switching targets to people who have attacked the mage since transforming.&lt;br /&gt;
|Fail = The mage grows to unbearable proportions and faints under stress. They may lose all functionality in a limb after transforming back.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = The spell costs 2 sanguine charges. it can only be cast during the night. Abilities can still be used while the spell is active.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Blood&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hemoplague&lt;br /&gt;
|Desc = The caster creates a ball of blood using a charge from their relic, this ball of blood can erupt and cover a minor area, causing all affected by the blood to be more vulnerable.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster uses a charge of their Sanguine Relic to create a ball of blood. They launch this ball at a certain target or location and make it explode, causing all who were standing in the 3x3 area to be inflicted by the Hemoplague.&lt;br /&gt;
&lt;br /&gt;
The hemoplague causes targets to feel weakened, and their constitution lowers, giving them a -3 on all saving rolls for D3+1 rounds.&lt;br /&gt;
|Fail = The hemoplague falls upon the caster, giving them a -3 on all saving rolls for 2 rounds.&lt;br /&gt;
|Succ = The hemoplague has the maximum effect of 4 rounds.&lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Greedy Blood Collector&lt;br /&gt;
|Desc = The caster imbues their Sanguine Relic with the power to collect blood that is shed during the battle. When either side takes damage, the Sanguine Relic slowly fills up.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The Sanguine Relic starts collecting blood from the battle for D4 rounds.&lt;br /&gt;
&lt;br /&gt;
Every 5 damage during the spell's active time will restore one blood charge.&lt;br /&gt;
|Fail = The Sanguine Relic will lose one charge instead of filling.&lt;br /&gt;
|Succ = The spell stays active for the max duration.&lt;br /&gt;
|RedLines = The caster needs at least 1 sanguine charge in their Relic to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ichor Boost&lt;br /&gt;
|Desc = The caster temporarily infuses a target with tainted blood from Hemon, empowering them by mimicking the natural talents of Eden’s races. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster empowers a target of choice with ONE of the following effects for d3+2 rounds:&lt;br /&gt;
&lt;br /&gt;
Orcish Might: +2 to Strength rolls.&lt;br /&gt;
&lt;br /&gt;
Denur Resilience: +2 to Defense rolls.&lt;br /&gt;
&lt;br /&gt;
Halfling Speed: +2 to Agility rolls.&lt;br /&gt;
&lt;br /&gt;
Azari’cill Cunning: +2 to Intelligence rolls.&lt;br /&gt;
&lt;br /&gt;
A sanguine charge may be expended to increase the duration of the spell to d3+3, and the stat boost by +1. &lt;br /&gt;
|Fail = The caster suffers a -1 to all stats for d2 rounds. &lt;br /&gt;
|Succ = The target receives an additional +1 in the chosen stat.&lt;br /&gt;
|RedLines = Each mage may only have one instance of this spell active at a time. A target already under the effect of this spell may not be targeted with it again. The caster may not target themself with this spell. The bonus to intelligence does not apply to spellcasting or unbinding rolls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mosquito Swarm&lt;br /&gt;
|Desc = The caster summons a swarm of mosquitos from their tear and imbues them with the power of blood. The mosquitos become increasingly hungry and agitated, attacking their target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a swarm of mosquitos that attacks its target and cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
The swarm will stay on the field for D3+3 rounds or until they are taken out with an AOE attack.&lt;br /&gt;
&lt;br /&gt;
The swarm does 1 damage per round. The target takes an additional 2 damage every time they're hit 3 times with the spell.&lt;br /&gt;
|Fail = The caster calls forth an angry mob of mosquitos that deal 2 damage before returning in the tear.&lt;br /&gt;
|Succ = The mosquitos stay for the longest time if they are undisturbed.&lt;br /&gt;
|RedLines = Only one swarm can be on the same player.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crimson Lining&lt;br /&gt;
|Desc = The mage pours a charge of blood over their hand, as strings, thinner than a hair, are created between them and their target. The strings bind them to their target, making them unable to move away from one another.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster binds themselves to the target with strings for D3 rounds, meaning the target cannot freely move away from the caster. &lt;br /&gt;
&lt;br /&gt;
If the target does decide to move away from the target, they take 1 damage per meter traveled. &lt;br /&gt;
&lt;br /&gt;
|Fail = The caster gets entangled in the bloody threads around them, stumbling and unable to defend or attack the next round. &lt;br /&gt;
|Succ = The strings are exceptionally made and stay for the maximum amount of rounds. &lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crimson Volley&lt;br /&gt;
|Desc = The mage creates several balls of blood from the blood siphoned from their Relic. They can fire these balls at single or multiple enemies at once. As these shots soak the bodies of the mage's targets, it also damages them intensely.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The mage creates D3 balls of blood that can be shot at a target or multiple targets from a distance. &lt;br /&gt;
&lt;br /&gt;
Each shot deals D2 damage on hit and coats the target in their blood.&lt;br /&gt;
&lt;br /&gt;
|Fail = As the balls begin to form, they collapse on top of the caster, coating them in blood and slowing their movement by 3 meters for 1 round. &lt;br /&gt;
|Succ = The mage creates all 3 balls instead of D3.&lt;br /&gt;
|RedLines = If the caster shoots more than 1 orb at the target, they only roll spell defense once against the caster's casting roll. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bloodless&lt;br /&gt;
|Desc = The caster empties its Sanguine Relic with the last of its charges. Causing a great outburst of blood droplets to venture outwards from the caster in a full circle. The blood drops cause damage and coating.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster empties its Sanguine Relic of its remaining charges. Each charge adds 1 damage to the casting. The charges fly outwards haphazardly in a circle of 10 meters around the caster. Those hit by the spell are coated by the blood as well.&lt;br /&gt;
|Fail = The caster empties the Relic of its charges, but the blood is shot upwards, through the caster, falling in the rain and dealing D2 damage to anyone in a 2-meter radius of the caster. The caster takes D4 damage.&lt;br /&gt;
|Succ = The maximum range of the spell is increased to 15 meters.&lt;br /&gt;
|RedLines = This spell uses all the remaining charges in the Relic.&lt;br /&gt;
&lt;br /&gt;
Both allies and enemies in the area have to roll defense.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vitality Link&lt;br /&gt;
|Desc = The caster sends forth a sharp thin string of solid blood that hinges inside a target. The other end of the string is hinged into another target or the caster themselves. The two entities that are linked share the damage they take.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster shoots a string of condensed blood from their Sanguine Relic costing a charge towards a single target or towards two targets, linking their vitalities for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a single target, then only the target rolls to defend against the spell. If successful, the mage shares the damage they take with this single target.&lt;br /&gt;
&lt;br /&gt;
If there are two targets, then both targets roll a D20 intelligence. They resist the spell if the combined number is 21 or above. If they fail to resist the spell, then they will share the damage among themselves.&lt;br /&gt;
&lt;br /&gt;
If the damage number is not an even number, then the attack's target takes the extra point of damage. (For example, 3 damage is shared 2 to 1, the target taking more damage.)&lt;br /&gt;
|Fail = A Sanguine Relic charge is lost, and the mage is stunned for 1 round.&lt;br /&gt;
|Succ = The spell lasts for the maximum duration.&lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge. Only 1 link can be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Heir of Blood&lt;br /&gt;
|Desc = The caster opens a tear connected to the blood pool within the House of Blood in Lilith. Blood comes out of the tear covering everyone and anything in a large radius of the tear. The caster becomes one with this blood and can move freely to any spot that is covered within the area.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster opens a new tear connected to a blood pool within Lilith. This will cover the field within a 20-meter radius of the tear in all directions for D4+4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can dissolve themselves within this blood and appear anywhere on the battlefield using the bloody terrain. When the caster moves in this way, their sanguine relic gains a charge. The caster can roll intelligence for every defense type inside this bloody terrain.&lt;br /&gt;
|Fail = The caster opens the pool, but the tear quickly loses stability and implodes, causing an acidic blood explosion that deals 5 damage to anyone within a 2-meter reach of the tear. The caster at ground zero of the implosion area is at risk of losing a limb.&lt;br /&gt;
|Succ = The terrain lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = A Gamemaster is required to attempt casting this spell. The spell can only be attempted to cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Stolen Vitality (Hemomancy)&lt;br /&gt;
|Desc = The mage sustains themself through wounds on the battlefield. Blood spilled in the heat of battle is absorbed by the mage to return their own vitality. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Once activated, the caster heals 1 HP at the end of the round if anyone including the caster was damaged that round. The effect lasts for 3 rounds after activation. &lt;br /&gt;
|RedLines = This ability can be activated once per battle. The ability will only heal 1 HP per round, no matter how many people got hurt. The usage of this ability is not directly visible.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Bloody Nails (House of the Night)&lt;br /&gt;
|Desc= The mage can elongate their nails using the blood from under them, turning their hands into slashing weapons. If the caster assaults a target enough, they may gain some life from the bloodshed. This effect is more potent at night.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage creates long nails from their blood that sprout from their original nails. These nails can be used for unarmed combat and add +1 damage to every successful strike. &lt;br /&gt;
If the ability is used at night, the mage increases their melee range to 5 meters. &lt;br /&gt;
If 3 hits land in a row, then the caster regains 1HP.&lt;br /&gt;
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful D20 int roll to hide the nails in public. If the mage rolls a 7 or above they can retract their nails back into their body. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crimson Eyes (House of the Night)&lt;br /&gt;
|Desc= When one becomes a mage of this house, they obtain the ability to grow a membrane around their eyes, allowing for advanced vision in the darkness and super bright areas. Additionally, the membrane protects the mage from having to deal with things like sand getting stuck in their eyes. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage gets night vision, heat vision and an immunity to blindness caused by sunlight, darkness, or solid objects.&lt;br /&gt;
|RedLines = This ability stays active for up to 1 hour or 5 combat rounds if activated during CRP. Corrosive substances or lunarmancy magic can still cause blindness to hemomancers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Blood Sucker (House of the Night)&lt;br /&gt;
|Desc= The mage gains the ability to regain life forces from consuming blood. They can expend one charge of the Sanguine Relic or bite someone else in their neck to gain life force. They can also bite someone and fill up a charge of the Sanguine Relic instead.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The mage consumes one charge on the Sanguine Relic or some blood in equal amounts from a willing target and regains D2 life points. They can bite an unwilling target if they roll higher than the target. Instead of healing themselves, they can also fill the Sanguine Relic with a charge.&lt;br /&gt;
|RedLines = This ability requires one action turn to be activated. The mage can't use this ability to fill the relic with their blood. The mage can't heal themselves with their blood.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Vampiric Skin (House of the Night)&lt;br /&gt;
|Desc= The mage has gained full control over the composition of their blood, making them able to concentrate the iron within their blood under their skin. Next, they also gain the ability not to bleed when slashed, and their open wounds close after 2 rounds of combat with any weapon not made of silver. If it were silver, the bleeding would continue.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The vampire gains 2 health points.&lt;br /&gt;
|RedLines = If the weapon the mage was hit with was made out of silver, the mage would be unable to heal this damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Vampiric Hover (House of the Night)&lt;br /&gt;
|Desc= While falling from great heights, the mage can stop right before hitting the floor, taking near to no fall damage in the process.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage is immune to fall damage.&lt;br /&gt;
|RedLines = The ability can only be activated if the mage is conscious.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Claws (House of the Beast)&lt;br /&gt;
|Desc= The mage uses their corrupted blood to turn their hands into ferocious claws that are hard as steel. Capable of clashing with swords and causing nasty cuts on a target.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster turns their hands into claws, dealing an extra +1 damage on every successful unarmed hit. The claws are dense as steel and can cause nasty slashes. If the caster successfully hits a target 3 times in a row with the claws, the target starts bleeding and will lose 1 additional HP.&lt;br /&gt;
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful spell effectiveness roll to hide the claws in public. &lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Preying Scents (House of the Beast)&lt;br /&gt;
|Desc = The nose of the mage turns into a fine-tuned prey-finding machine. The caster can easily track their target within a decent range. The ability only works if there are not too many scents interfering.&lt;br /&gt;
|Range = 50 meters&lt;br /&gt;
|Effect = The mage is aware of any prey within 50 meters of them.&lt;br /&gt;
|RedLines = This ability doesn't work in crowded areas such as towns and cities. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Protective Coat (House of the Beast)&lt;br /&gt;
|Desc= The caster is in tune with their animalistic features of themselves. Depending on their choice, they can instantly grow a layer of fur or scales. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster grows a skin or pelt of the creature of their desire.&lt;br /&gt;
They may choose from a scaled coat which will give them +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
They may choose from a fur coat that will give them +2 HP over their max amount. &lt;br /&gt;
&lt;br /&gt;
They may choose from a spiked coat that will give them a +2 to melee rolls. &lt;br /&gt;
&lt;br /&gt;
Once a coat has been activated, it stays for 5 rounds, unable to use the ability again for 2 OOC hours.&lt;br /&gt;
|RedLines = The caster cannot swap between skins. &lt;br /&gt;
If the caster has a scaled coat, they take +1 damage from melee attacks.&lt;br /&gt;
If the caster has a fur coat, they take +1 damage from fire attacks.&lt;br /&gt;
If the caster has a spiked coat, they take +1 damage from ranged mundane attacks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fight or Flight (House of the Beast)&lt;br /&gt;
|Desc = The caster turns their hands and feet into those of an animal of their choosing. Increasing their movement speed. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster turns their hands and feet into that of an animal. The caster is now able to move 6+D8 agility blocks. Canceling the transformation takes an action phase. &lt;br /&gt;
|RedLines = The caster can only attack unarmed in this form. It can be combined with the Claws ability. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Apex Instinct (House of the Beast)&lt;br /&gt;
|Desc = The caster is fully in tune with their beast instincts, allowing them to sense danger instantly and get ready for action. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = This ability is always active; users have two action phases in their first round when they enter CRP. They are always able to move first in CRP.&lt;br /&gt;
|RedLines = If there are others with the move first ability, the people with the ability roll initiative first. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Blood Flame (House of Blood)&lt;br /&gt;
|Desc = The caster controls their blood so that their blood becomes combustible. If the mage was hurt in the melee range of an enemy, the blood would have spread to them. The caster can decide when to combust their blood on will. &lt;br /&gt;
|Range = This Mage's blood stains&lt;br /&gt;
|Effect = The caster's blood is dangerous and combustible using a special blood composition. Anyone who lands a melee-attack on the mage will be coated in their blood. Upon activation, anyone stained by the caster's blood will receive the burning effect.&lt;br /&gt;
&lt;br /&gt;
Once the ability has been activated, there is a 5-round cooldown until it can be activated again. &lt;br /&gt;
|RedLines = This effect can not be used to burn blocks. &lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&amp;diff=5750</id>
		<title>Hemomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&amp;diff=5750"/>
		<updated>2024-02-14T12:51:42Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Additional Abilities */ Changed Ichor friend to Stolen Vitality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Hemomancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Sanguine Relic&lt;br /&gt;
| Paths = Night '''·''' Beast '''·''' Blood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tremble, fearful mortals, for the midnight hour chimes. &lt;br /&gt;
&lt;br /&gt;
As the sun sets on the realms of the living, the midnight hosts march out from their lairs to prey on those who dare to enter their territory after dark. As ancient beasts and restless Vampires scour the woods around little towns looking for fresh prey, the watchmen who are there to protect the citizens can do nothing but pray that those who turned to the great houses of the shadow realm do not set their eyes upon them, for they are hopeless against the fangs of steel and knifed claws of the Blood thirsting hosts.&lt;br /&gt;
== History ==&lt;br /&gt;
The arts of those who call themselves the red mages or vampires have been around as long as most mortal souls can remember. Their cults first appeared in the Attian Empire. There they set their eyes on the courts and positions of power as a vampire feels like they are destined to rule. Yet their curse of endless bloodlust has led to destruction as the god-king of the Attians swept away their influence in a great flood, leading to the demise of most organized hemomancy activity. The ancient text of the first red cults used to convert the first hemomancers has long been gone. Destroyed in the waters of the great floodings. These days, the most common folk tales left behind are that of vampires, striking on nights, being sly and steady killers before vampire hunters came to slay these beasts. It has been a long time since the last vampires were seen, but will they ever return? Or maybe did they ever really go away?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
The learning and teaching of the ways of the Hemomancer are becoming one in their fullest glory. Their training consists of obtaining the full extent of one's vampirical nature and living well with the downsides that come with it. Not many things are known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn. The initiate hemomancer removes their blood and fills it with the corrupted, voidal blood of the servants of the Midnight Aristocracy. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to side with a house of the midnight aristocracy they once more require to nurture their hemomantic powers through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|2 Sessions&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 2 to Lvl 3&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5 &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
| 1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|}After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Hemomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Initiate&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Bloodless initiate&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Red cultist&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 sanguine charges. The spellcaster unlocks the Ichor Friend ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Red cultist veteran&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Hemomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 4 sanguine charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of the Night ===&lt;br /&gt;
The house of the Night is the noblest among the Midnight Aristocracy houses. They see themselves as superior to other beings and have immeasurable pride. The house of the Night is known for its blood absorption techniques and the usage of darkness and shadow. &lt;br /&gt;
&lt;br /&gt;
With each level the mage gains in this house, their status is elevated, and they become more prideful and noble. Upon reaching Aristocrat status, the mage can no longer hide their true nature without effort.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Fledgeling&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Crimson Eyes Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Neonate&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Bloody Nails Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Half Blood&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Sucker Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Noble Blood&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Skin Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Midnight Aristocrat&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Hover Ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of the Beast ===&lt;br /&gt;
The house of the Beast is a ferocious house that credits itself with hunting and strength. The house of the Beast is well-known as a house of vigor and brawn prized within their bodily enhancement spells that turn their residents into beasts of terror. Each level the mage gains within this house elevates their status and gives them more superiority over the lower-ranking members. The house follows a beast-like hierarchy system where one has to obey their superior or is cast aside. Upon reaching Beastmaster status, the mage can no longer hide their true self without effort. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Whelp&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Preying Scents ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Pack Scavenger&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Claws ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Beta Hunter&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Protective Coat Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Alpha Predator&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Fight of Flight Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Bloodless Beastmaster&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Apex Instinct Ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of Blood ===&lt;br /&gt;
The house of Blood is the most occult house among the Aristocracy. They value blood and its covering of the world above all else. Those who are house residents are known to use great amounts of blood to dye the battlefield red before a victim is even claimed. The house of Blood is prized for its ability to manipulate blood and change its properties to fit the mage. Each level the mage gains within this house elevates their status within the house to better fit the worship of blood itself. Once a mage becomes a Crimson Lord, they are blinded with the pleasure of spreading the red liquid wherever they can, though their outer appearance does not change. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Bloodied initiate&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Devout Follower&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Red Preacher&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Flame ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Ichor Bishop&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Crimson Lord&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage becomes a half-voidal being. This means that certain attacks are more effective, and they may suffer a backlash from this. The caster must use the blood charges of their catalyst for certain spells. To fill the catalyst, request a Gamemaster.&lt;br /&gt;
&lt;br /&gt;
Those who tread the path of hemomancer will need a constant supply of fresh blood. Causing bloodlust and carnage among those who practice this art.  &lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Needle&lt;br /&gt;
|Desc = The caster turns their blood droplets into tiny needles they can send flying toward their enemies. The needles are sharp enough to do the magical piercing.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates D8 needles that they can send out in a 15x3 area. Everyone in that area who fails to defend themselves will be hit by the attack and take 1 damage per needle aimed at them.&lt;br /&gt;
&lt;br /&gt;
Due to the sharpness of the needles, the target gets a -1 intelligence on their magical defense roll.&lt;br /&gt;
|Fail = The blood drops fail to take form and fall on the ground.&lt;br /&gt;
|Succ = The caster creates D4+4 needles instead.&lt;br /&gt;
|RedLines = Each enemy may only be targeted by 3 needles at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Splatter&lt;br /&gt;
|Desc = The caster cuts their hand open or uses a blood charge from their relic, and splatters blood in front of them in a wide area. Those hit with the blood will be blinded.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster cuts open their hand with their weapon, or uses a blood charge from their relic,  spreading the blood in a 3x5 area in front of them. Any targets in that area will get corrosive blood in their eyes and be blinded for D3 rounds.&lt;br /&gt;
|Fail = The blood becomes unbearably corrosive, failing and dealing an extra 1 damage to the caster.&lt;br /&gt;
|Succ = The targets hit with this spell will take 1 damage from it.&lt;br /&gt;
|RedLines = This spell costs either 1 sanguine charge, or 1 HP from a self-inflicted cut. The blood is not corrosive enough to burn through anything or cause permanent eye damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sanguine Brand&lt;br /&gt;
|Desc = The caster touches a target with their palm, creating a brand of blood on the touched surface. The caster can make this brand erode itself upon command. The target will feel a sting where the caster touched them, and the brand will be visible outside the target.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster creates a brand that lasts until the caster commands the brand to erode or lasts for 5 rounds in combat before automatically eroding. While the brand is active, the caster deals +1 damage to the being marked with it.&lt;br /&gt;
&lt;br /&gt;
The brand deals D2 damage when it erodes, but the caster knows exactly where the brand is if it is active.&lt;br /&gt;
&lt;br /&gt;
Outside of CRP the brand stays for 1 OOC day until it automatically erodes.&lt;br /&gt;
|Fail = The caster fails to implant a brand, merely blemishing the target's skin.&lt;br /&gt;
|Succ = The brand deals D2+1 damage when eroding.&lt;br /&gt;
|RedLines = Only 2 brands may be active at one time&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Seed&lt;br /&gt;
|Desc = The caster creates a seed of blood that they drop on the floor. If an enemy walks over this seed, their feet are punctured, and the seed starts draining their vitality.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 1 meters&lt;br /&gt;
|Damage = The caster creates a seed of blood that they place on the block they are standing on. If an enemy player steps on this block the seed will pierce upwards through the foot of whatever stood over it,  dealing 1 damage for every round the enemy is standing on that space.&lt;br /&gt;
&lt;br /&gt;
The target that gets pierced will be stuck in place for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
It will dissolve if the seed hasn't pierced anyone after 3 rounds.&lt;br /&gt;
|Fail = The seed refuses to form, dissolving into a few drops of blood.&lt;br /&gt;
|Succ = The seed will live up to 5 rounds without anyone stepping on it.&lt;br /&gt;
|RedLines = A maximum of 3 seeds can be active at once. A Lunarmancer can cleanse the target space of the blood seed to end its duration early.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Bolt&lt;br /&gt;
|Desc = The caster concentrates their blood inside an orb that shoots a powerful bolt toward an enemy. Those hit with the bolt are covered in blood until they clean themselves.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends forth a blood bolt that deals D3 damage. Upon success the target is covered in blood, losing 2 meters movement. The caster can choose to spend a sanguine charge to enhance the spell, increasing the range to 20 meters and worsening the slow to -4 meters movement.&lt;br /&gt;
|Fail = The blood bolt explodes as the caster is about the send it out, covering the caster in the blood instead and making them lose 2 meters movement.&lt;br /&gt;
|Succ = The bolt deals 2D2 damage.&lt;br /&gt;
|RedLines = The enhanced version of this spell costs 1 sanguine charge.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seal Limb&lt;br /&gt;
|Desc = The caster controls the enemy's blood to a limited extent, causing one of the enemy's limbs to become unusable.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The limb of the caster's choosing will be shut off from blood and lose its function for D2 rounds.&lt;br /&gt;
&lt;br /&gt;
If an arm is sealed, the target can only use one-handed combat until their limb is unsealed.&lt;br /&gt;
&lt;br /&gt;
If a leg is sealed, the target loses half its movement.&lt;br /&gt;
|Fail = The caster strains too much while attempting to cast the spell, causing it to rebound. The caster rolls a D2; 1 = an arm becomes sealed for 1 round, 2 = a leg becomes sealed for 1 round.&lt;br /&gt;
|Succ = The seal lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = The head or torso of a target cannot be sealed this way; only one limb per target may be sealed per hemomancer that uses this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Borrowed Time&lt;br /&gt;
|Desc = The caster casts a spell on their target that slows their blood flow; once the spell ends, the target suddenly feels their vitality leaving their body compared to the damage they took previously.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The caster casts a short-range spell that slows the blood flow of their enemy for D2 rounds. The target might feel fatigued, but nothing seems to have changed.&lt;br /&gt;
&lt;br /&gt;
When the duration ends, the target's blood suddenly starts rushing fast again, and they take extra damage equal to half the damage they took during the rounds they were affected by the spell, rounded down.&lt;br /&gt;
|Fail = The caster freezes themselves in place for 1 round.&lt;br /&gt;
|Succ = The spell instead lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Unleased Armor&lt;br /&gt;
|Desc = The caster consumes a vial of blood as they feel their back ripping open, revealing a structure of bones and flesh that may be considered natural armor. Though it does not seem capable of defending the caster, it does seem able to hurt others who try to attack them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster inflicts D3 damage upon themselves as skeletal spines spike out of their backs. Anytime an enemy attacks them from close range, the enemy will take D2 damage.&lt;br /&gt;
&lt;br /&gt;
This effect stays for 3 rounds but gets increased in length by one extra round every time someone attacks the caster.&lt;br /&gt;
|Fail = The caster inflicts d3 damage upon themselves, and nothing else happens.&lt;br /&gt;
|Succ = The spikes will do the maximum amount of damage.&lt;br /&gt;
|RedLines = This spell can kill you.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crackling Skin&lt;br /&gt;
|Desc = The mage pours one charge of their Relic over their hand as they point their finger at someone. The blood under the target's skin will harden, creating patches of hardness on it. As they will try to react by moving, the patches start to tear, spurting out blood the more they move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The target's skin hardens. For every 2 meters they move or are moved, they take D3 damage. This effect will stay for 2 rounds.&lt;br /&gt;
|Fail = The spell does nothing, but as a reaction to this failure, the caster can fill up their Relic with their blood, restoring one charge and dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The opponent's skin hardens to its fullest extent, turning the damage into a D4.&lt;br /&gt;
|RedLines = This spell costs one sanguine charge.&lt;br /&gt;
&lt;br /&gt;
The caster can only curse a total of 2 targets at the same time with this spell. This spell only works if the target has skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wielded Blood&lt;br /&gt;
|Desc = The mage summons forth a spurt of blood from their Relic as they mold it into a blade. This blade has an innate connection to their blood, granting them life force from the people they hit with their blade.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage creates a blood blade. granting healing for every successful attack while doing the usual damage to the opponent. The caster heals half the damage they inflict, rounded down, up to a maximum of 5HP. The blade also grants a +1 on attack rolls when wielded in the first 2 rounds. This weapon lasts for 4 rounds.&lt;br /&gt;
|Fail = The caster loses a charge on their Relic, and the blood turns into an oozing whip that deals 4 damage to the target and then splatters apart.&lt;br /&gt;
|Succ = The weapon the mage has created with their blood is sharper than any sword someone has ever seen, giving the caster a +2 instead of a +1 for attack rolls in the first two rounds.&lt;br /&gt;
|RedLines = This spell costs one sanguine charge to cast.&lt;br /&gt;
&lt;br /&gt;
Switching out from this weapon before the time runs out costs an action phase.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Garden&lt;br /&gt;
|Desc = The caster touches the ground and causes an immense redness to spread through the terrain. Blood in the form of flowers sprouts all over the area. A blood seed will afflict any enemies moving within the area, and allies can thread as they please.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a field of blood flowers around themselves in a 20x20 area for D3+2 rounds. The flowers release blood seeds everywhere, so they will afflict anyone entering the area.&lt;br /&gt;
&lt;br /&gt;
With every step an enemy takes within the field, another blood seed will activate.&lt;br /&gt;
|Fail = The caster channels its energy into the surrounding area, but it flows back into the caster, causing a bloody eruption within its body. The caster is knocked out and may lose a limb.&lt;br /&gt;
|Succ = The area stays for D5+3 rounds instead.&lt;br /&gt;
|RedLines = This spell requires 2 sanguine charges. A Gamemaster must be present to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Night&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Life Leech&lt;br /&gt;
|Desc = The mage opens the wounds existing on one's body and sucks up the blood within their bodies. As the enemy takes damage, the mage instead absorbs the blood through consumption, which grants them additional life force.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The person attacked with this spell takes D2 damage on a successful roll. For this one hit point, either the mage regains D2 HP, or they can fill up a charge on their blood relic.&lt;br /&gt;
|Fail = The spell fails, but the mage can use a charge of their Relic to regain D2 HP&lt;br /&gt;
|Succ = More blood is drained, healing the caster by 1 additional HP.&lt;br /&gt;
|RedLines = This spell only works on already wounded targets, be it that the wounds secrete blood. The mage cannot overheal their max hit points. The mage can either heal or fill up a charge in their Relic, not both.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Summon Darkness&lt;br /&gt;
|Desc = The caster creates a magical dark fog, seeping out from beneath their clothes and enveloping everything within a small area, blotting out the light of candles and other light sources in a room, allowing for sneak attacks or an easy escape. The fog slowly dissipates, and everyone EXCEPT the caster has the Blindness status effect applied to them for however long they are inside the fog or until the fog ends.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Everyone in the range except the caster will be blinded for however long the fog lasts, using the Blindness status effect.&lt;br /&gt;
&lt;br /&gt;
In a closed room the fog lasts D3+2 rounds by filling the space. &lt;br /&gt;
&lt;br /&gt;
In an open room, the fog stays for D3+1 rounds and slowly leaves. &lt;br /&gt;
&lt;br /&gt;
In an open/outdoor area, the spell stays for D3 rounds by quickly fading away.&lt;br /&gt;
|Fail = The caster also loses control of the spell and becomes blinded by fog. The fog lasts half the normal duration, rounded down.&lt;br /&gt;
|Succ = The fog is especially potent and lasts the full duration of the spell.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Summon Household&lt;br /&gt;
|Desc = The mage summons their household pets from the shadows to help them in battle. As their household battles the enemy, the mage stands back and watches the ensuing chaos.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The mage extends their shadow and from it summons their household pets that linger within it. The mage rolls a D10 upon a successful cast.&lt;br /&gt;
&lt;br /&gt;
On a 1-4 roll, the caster summons a bat with 1 HP, a+1 strength modifier, and deals 1 damage upon a successful attack. It has 10 meters movement.&lt;br /&gt;
&lt;br /&gt;
On a 5-9 roll, the caster summons a rat with 2HP, a +2 strength modifier, and deals 2 damage upon a successful attack. It has 8 meters movement.&lt;br /&gt;
&lt;br /&gt;
On a 10, the caster summons a wolf with 3HP, a +3 strength modifier, and deals 3 damage upon a successful attack. It has 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
The caster rolls a normal D20 and adds the + modifier to determine the success of a summon attack. Their household will take it's turn(s) after the caster's.&lt;br /&gt;
|Fail = The caster overextends their shadow and hurts themselves in retaliation. The caster takes D2 damage.&lt;br /&gt;
|Succ = The summoned creature is doubled.&lt;br /&gt;
|RedLines = This spell cannot be activated if a summon is already active. The caster cannot actively attack the target the summons is attacking.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bloody Siphon&lt;br /&gt;
|Desc = The caster sacrifices a sanguine charge, and creates an orb of blood that floats in the air in a set place, any creature near this siphon will have their blood forcefully extracted through the pores of their skin. The mage can eventually absorb this siphon.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster creates a floating orb of blood on the space they are standing on, that lasts for D3+2 rounds. Any enemy within 8 meters of the orb will lose 1 HP at the start of their turn.&lt;br /&gt;
&lt;br /&gt;
Once the siphon ends naturally, or the mage retracts it, they heal half of the damage the siphon dished out, rounded down.&lt;br /&gt;
&lt;br /&gt;
Magical attacks can attack the siphon to end it early. The siphon has 3 HP.&lt;br /&gt;
|Fail = The siphon is not tuned well enough and starts absorbing blood from everyone in the radius. Including the caster and their allies. The siphon cannot be absorbed and collapses after 3 rounds or when destroyed.&lt;br /&gt;
|Succ = The siphon's range is increased to 10 meters&lt;br /&gt;
|RedLines = The spell costs 1 sanguine charge. Only one siphon can be active at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = True Form&lt;br /&gt;
|Desc = When the moon shines in all its glory at night, the mage can take flight! While pouring charges of blood over their body, the mage can grow an excellent pair of wings on their back.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage douses their back in charges of their Sanguine Relic, sprouting wings from their back and gaining additional health and speed for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can hover mid-air with these wings by emoting they do so. They'll be at least 5 meters in the air where they stand.&lt;br /&gt;
&lt;br /&gt;
The caster doubles their movement speed as long as they're airborne, and they gain 5 max HP for the duration of the spell. Once the spell ends, any access HP above the caster's max HP is lost.&lt;br /&gt;
&lt;br /&gt;
Melee attacks cannot hit the caster while they are airborne. While airborne, the caster gains a +2 to saving rolls against physical projectiles. Magic attacks against the caster do an additional 2 damage per successful attack while the caster is airborne.&lt;br /&gt;
|Fail = The spell doesn't work, and the mage feels immense pain in their back, causing 3 damage. The mage will have to wait for 3 rounds before attempting to recast this spell.&lt;br /&gt;
|Succ = The spell lasts for the max duration.&lt;br /&gt;
|RedLines = This spell costs 2 sanguine charges to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used at night and cannot be cast upon others. The wings cannot be used as a weapon. Other abilities can be used while this spell is active. The mage cannot carry people while flying.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Beasts&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strengthen Muscles&lt;br /&gt;
|Desc = The caster fortifies their blood in their arms, allowing them beast-like strength to crush their enemies or climb up surfaces a little higher, though they will lose some speed due to their increased weight.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster uses the power from their relic to strengthen their forearms, granting them increased strength and defense for D3 rounds. The caster gets a +2 boost in strength and defense, offering up speed as the caster's movement speed is halved and rounded down.&lt;br /&gt;
&lt;br /&gt;
The caster can spend a sanguine charge to enhance the benefits of this spell, providing a +3 boost for D2+1 rounds.&lt;br /&gt;
|Fail = The caster strains their muscles too much, wasting their relic power.&lt;br /&gt;
|Succ = The caster also boosts their leg muscles slightly; their movement is no longer halved.&lt;br /&gt;
|RedLines = The caster can climb up smaller ledges using this spell due to their strength. They're able to climb 3 blocks instead of 1. For this, a staff member must spectate the cast, and they will let you up the ledge.&lt;br /&gt;
&lt;br /&gt;
The enhanced version of this spell costs 1 sanguine charge. The enhanced version instead grants 5 blocks worth of climbing range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bestial Ground Claws&lt;br /&gt;
|Desc = The caster sticks their claws into the ground and slashes upwards, creating 3 massive gushes of force that soar towards enemies.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster puts their claws into the ground, flinging them upwards as 3 long slashes of raw force slice anything in their path.&lt;br /&gt;
&lt;br /&gt;
The slashes travel in a 8x3 area forwards, with only 1 slash per row. If the slash hits a person, it will stop at that person.&lt;br /&gt;
&lt;br /&gt;
Each slash deals D2+2 damage.&lt;br /&gt;
|Fail = The caster gets their hand stuck in the ground and cannot move for 1 round.&lt;br /&gt;
|Succ = The attack power of the slash is increased, and the spell deals D3+2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Feral Fist&lt;br /&gt;
|Desc = A perfectly cultivated strike, the fist is engulfed with energy from the caster’s tear and a powerful blow can be unleashed.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The punch is similar to a kinetic blast. It deals 2 damage and knockback that pushes a single target away by D6+2 blocks.&lt;br /&gt;
A sanguine charge can be used to boost the spell's effect and deal D3+2 damage instead.&lt;br /&gt;
|Fail = The caster charges too much energy to their fist and ends up stunning themself for a round, unable to attack but still defend.&lt;br /&gt;
|Succ = Knockback distance is charged to its maximum range.&lt;br /&gt;
|RedLines = If the target is within 1 meter of the caster, the attack deal 1 extra damage. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Beastkin Howl&lt;br /&gt;
|Desc = The caster invokes magic in their voice, calling out towards the wide world and calling for their kin to help them out in battle.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = When the caster is successful in casting this spell. A Lycan-thrall will arrive in D2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once the Lycan-thrall arrives, they look like a half-human, half-beast monster that fights with claws.&lt;br /&gt;
&lt;br /&gt;
The Lycan-thrall has 3 HP and will flee after reaching 0 hp. It has a +2 on attack and +1 on defense. They cannot defend themselves from magical or ranged attacks. It has two claw attacks, each dealing D2 damage. It has 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
The caster rolls a D20 and adds the bonus for the action of the Lycan-thrall. Its turn is directly after the caster's.&lt;br /&gt;
|Fail = The caster calls forth an enemy beast that bites them and deals 2 damage before running off.&lt;br /&gt;
|Succ = The caster calls forth a Lycan-thrall near the caster's location, instantly appearing.&lt;br /&gt;
|RedLines = The caster rolls for the Lycan-thrall, and only one Lycan-thrall can be active at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Regeneration&lt;br /&gt;
|Desc = The caster uses blood from their relic to heal themselves up and close any open wounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster wields the energy to heal themselves for 2HP at the end of their turn for D2+1 rounds. The bleeding effect will be stopped if the spell was cast successfully.&lt;br /&gt;
|Fail = The caster fails to control the voidal energy contained in the spell and starts taking 1 damage at the end of their turn for D3 rounds.&lt;br /&gt;
|Succ = The spell was cast steadily and will last for 3 rounds instead of D3 rounds. &lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge. Healing is very tasky, the caster cannot attack while healing and the healing will stop if the caster takes damage. The caster can still move and defend.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hunting Grounds&lt;br /&gt;
|Desc = The mage extracts a use from their Sanguine relic to create a hunting ground that their targets can enter but cannot leave. If a person tries to leave the hunting grounds forcibly, they will be struck by bloody thorns.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The mage creates an area of 10 blocks all around them for D4+1 rounds. While in this area, the caster gains +1 to strength rolls for every 2 victims trapped in said radius.&lt;br /&gt;
&lt;br /&gt;
Anyone who enters this area will be slowed by -2 meters and cannot freely leave the 10-meter radius before the spell ends or the caster allows it.&lt;br /&gt;
&lt;br /&gt;
Those who wish to leave forcibly will have to roll a D20 agility and roll over a 12; otherwise, they are stopped at the edge of the grounds and take 1 damage.&lt;br /&gt;
|Fail = The use of the sanguine relic is wasted, and the caster is stunned for 2 rounds, unable to attack, defend or move to recover their energy.  &lt;br /&gt;
|Succ = The hunting grounds are more potent, requiring an agility roll over 15 to escape its edge.&lt;br /&gt;
|RedLines = The hunting grounds will be canceled by the Hallowed Grounds of the lunarmancers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = True Beast&lt;br /&gt;
|Desc = The mage attains a full grasp of their powers when the moon glows brightly in the night sky. They grow taller, stronger, and faster to embrace their inner beast fully. After the mage casts this spell, they will lose their rationality and attack a friend or foe.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The mage turns into a beast of their description by soaking themselves with charges from their sanguine relic. The mage gains a health, strength, defense, and speed bonus for D5+5 rounds.&lt;br /&gt;
&lt;br /&gt;
The mage gets +5 HP and max HP for the duration (health above their original max HP disappears at the end of the duration), as well as +3 Strength and +2 Defense. In this form, the mage takes half damage, rounded up from mundane physical attacks, but they still take full magic damage. The mage may move 6+D9 Agility meters per movement phase. &lt;br /&gt;
&lt;br /&gt;
The mage loses rationality on who is a friend and a foe, attacking those closest to them, only switching targets to people who have attacked the mage since transforming.&lt;br /&gt;
|Fail = The mage grows to unbearable proportions and faints under stress. They may lose all functionality in a limb after transforming back.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = The spell costs 2 sanguine charges. it can only be cast during the night. Abilities can still be used while the spell is active.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Blood&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hemoplague&lt;br /&gt;
|Desc = The caster creates a ball of blood using a charge from their relic, this ball of blood can erupt and cover a minor area, causing all affected by the blood to be more vulnerable.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster uses a charge of their Sanguine Relic to create a ball of blood. They launch this ball at a certain target or location and make it explode, causing all who were standing in the 3x3 area to be inflicted by the Hemoplague.&lt;br /&gt;
&lt;br /&gt;
The hemoplague causes targets to feel weakened, and their constitution lowers, giving them a -3 on all saving rolls for D3+1 rounds.&lt;br /&gt;
|Fail = The hemoplague falls upon the caster, giving them a -3 on all saving rolls for 2 rounds.&lt;br /&gt;
|Succ = The hemoplague has the maximum effect of 4 rounds.&lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Greedy Blood Collector&lt;br /&gt;
|Desc = The caster imbues their Sanguine Relic with the power to collect blood that is shed during the battle. When either side takes damage, the Sanguine Relic slowly fills up.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The Sanguine Relic starts collecting blood from the battle for D4 rounds.&lt;br /&gt;
&lt;br /&gt;
Every 5 damage during the spell's active time will restore one blood charge.&lt;br /&gt;
|Fail = The Sanguine Relic will lose one charge instead of filling.&lt;br /&gt;
|Succ = The spell stays active for the max duration.&lt;br /&gt;
|RedLines = The caster needs at least 1 sanguine charge in their Relic to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ichor Boost&lt;br /&gt;
|Desc = The caster temporarily infuses a target with tainted blood from Hemon, empowering them by mimicking the natural talents of Eden’s races. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster empowers a target of choice with ONE of the following effects for d3+2 rounds:&lt;br /&gt;
&lt;br /&gt;
Orcish Might: +2 to Strength rolls.&lt;br /&gt;
&lt;br /&gt;
Denur Resilience: +2 to Defense rolls.&lt;br /&gt;
&lt;br /&gt;
Halfling Speed: +2 to Agility rolls.&lt;br /&gt;
&lt;br /&gt;
Azari’cill Cunning: +2 to Intelligence rolls.&lt;br /&gt;
&lt;br /&gt;
A sanguine charge may be expended to increase the duration of the spell to d3+3, and the stat boost by +1. &lt;br /&gt;
|Fail = The caster suffers a -1 to all stats for d2 rounds. &lt;br /&gt;
|Succ = The target receives an additional +1 in the chosen stat.&lt;br /&gt;
|RedLines = Each mage may only have one instance of this spell active at a time. A target already under the effect of this spell may not be targeted with it again. The caster may not target themself with this spell. The bonus to intelligence does not apply to spellcasting or unbinding rolls.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mosquito Swarm&lt;br /&gt;
|Desc = The caster summons a swarm of mosquitos from their tear and imbues them with the power of blood. The mosquitos become increasingly hungry and agitated, attacking their target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a swarm of mosquitos that attacks its target and cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
The swarm will stay on the field for D3+3 rounds or until they are taken out with an AOE attack.&lt;br /&gt;
&lt;br /&gt;
The swarm does 1 damage per round. The target takes an additional 2 damage every time they're hit 3 times with the spell.&lt;br /&gt;
|Fail = The caster calls forth an angry mob of mosquitos that deal 2 damage before returning in the tear.&lt;br /&gt;
|Succ = The mosquitos stay for the longest time if they are undisturbed.&lt;br /&gt;
|RedLines = Only one swarm can be on the same player.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crimson Lining&lt;br /&gt;
|Desc = The mage pours a charge of blood over their hand, as strings, thinner than a hair, are created between them and their target. The strings bind them to their target, making them unable to move away from one another.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster binds themselves to the target with strings for D3 rounds, meaning the target cannot freely move away from the caster. &lt;br /&gt;
&lt;br /&gt;
If the target does decide to move away from the target, they take 1 damage per meter traveled. &lt;br /&gt;
&lt;br /&gt;
|Fail = The caster gets entangled in the bloody threads around them, stumbling and unable to defend or attack the next round. &lt;br /&gt;
|Succ = The strings are exceptionally made and stay for the maximum amount of rounds. &lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crimson Volley&lt;br /&gt;
|Desc = The mage creates several balls of blood from the blood siphoned from their Relic. They can fire these balls at single or multiple enemies at once. As these shots soak the bodies of the mage's targets, it also damages them intensely.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The mage creates D3 balls of blood that can be shot at a target or multiple targets from a distance. &lt;br /&gt;
&lt;br /&gt;
Each shot deals D2 damage on hit and coats the target in their blood.&lt;br /&gt;
&lt;br /&gt;
|Fail = As the balls begin to form, they collapse on top of the caster, coating them in blood and slowing their movement by 3 meters for 1 round. &lt;br /&gt;
|Succ = The mage creates all 3 balls instead of D3.&lt;br /&gt;
|RedLines = If the caster shoots more than 1 orb at the target, they only roll spell defense once against the caster's casting roll. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bloodless&lt;br /&gt;
|Desc = The caster empties its Sanguine Relic with the last of its charges. Causing a great outburst of blood droplets to venture outwards from the caster in a full circle. The blood drops cause damage and coating.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster empties its Sanguine Relic of its remaining charges. Each charge adds 1 damage to the casting. The charges fly outwards haphazardly in a circle of 10 meters around the caster. Those hit by the spell are coated by the blood as well.&lt;br /&gt;
|Fail = The caster empties the Relic of its charges, but the blood is shot upwards, through the caster, falling in the rain and dealing D2 damage to anyone in a 2-meter radius of the caster. The caster takes D4 damage.&lt;br /&gt;
|Succ = The maximum range of the spell is increased to 15 meters.&lt;br /&gt;
|RedLines = This spell uses all the remaining charges in the Relic.&lt;br /&gt;
&lt;br /&gt;
Both allies and enemies in the area have to roll defense.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vitality Link&lt;br /&gt;
|Desc = The caster sends forth a sharp thin string of solid blood that hinges inside a target. The other end of the string is hinged into another target or the caster themselves. The two entities that are linked share the damage they take.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster shoots a string of condensed blood from their Sanguine Relic costing a charge towards a single target or towards two targets, linking their vitalities for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a single target, then only the target rolls to defend against the spell. If successful, the mage shares the damage they take with this single target.&lt;br /&gt;
&lt;br /&gt;
If there are two targets, then both targets roll a D20 intelligence. They resist the spell if the combined number is 21 or above. If they fail to resist the spell, then they will share the damage among themselves.&lt;br /&gt;
&lt;br /&gt;
If the damage number is not an even number, then the attack's target takes the extra point of damage. (For example, 3 damage is shared 2 to 1, the target taking more damage.)&lt;br /&gt;
|Fail = A Sanguine Relic charge is lost, and the mage is stunned for 1 round.&lt;br /&gt;
|Succ = The spell lasts for the maximum duration.&lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge. Only 1 link can be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Heir of Blood&lt;br /&gt;
|Desc = The caster opens a tear connected to the blood pool within the House of Blood in Lilith. Blood comes out of the tear covering everyone and anything in a large radius of the tear. The caster becomes one with this blood and can move freely to any spot that is covered within the area.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster opens a new tear connected to a blood pool within Lilith. This will cover the field within a 20-meter radius of the tear in all directions for D4+4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can dissolve themselves within this blood and appear anywhere on the battlefield using the bloody terrain. When the caster moves in this way, their sanguine relic gains a charge. The caster can roll intelligence for every defense type inside this bloody terrain.&lt;br /&gt;
|Fail = The caster opens the pool, but the tear quickly loses stability and implodes, causing an acidic blood explosion that deals 5 damage to anyone within a 2-meter reach of the tear. The caster at ground zero of the implosion area is at risk of losing a limb.&lt;br /&gt;
|Succ = The terrain lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = A Gamemaster is required to attempt casting this spell. The spell can only be attempted to cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Stolen Vitality (Hemomancy)&lt;br /&gt;
|Desc = The mage sustains themself through wounds on the battlefield. Blood spilled in the heat of battle is absorbed by the mage to return their own vitality. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Once activated, the caster heals 1 HP at the end of the round if anyone including the caster was damaged that round. The effect lasts for 3 rounds after activation. &lt;br /&gt;
|RedLines = This ability can be activated once per battle. The ability will only heal 1 HP per round, no matter how many people got hurt. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Bloody Nails (House of the Night)&lt;br /&gt;
|Desc= The mage can elongate their nails using the blood from under them, turning their hands into slashing weapons. If the caster assaults a target enough, they may gain some life from the bloodshed. This effect is more potent at night.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage creates long nails from their blood that sprout from their original nails. These nails can be used for unarmed combat and add +1 damage to every successful strike. &lt;br /&gt;
If the ability is used at night, the mage increases their melee range to 5 meters. &lt;br /&gt;
If 3 hits land in a row, then the caster regains 1HP.&lt;br /&gt;
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful D20 int roll to hide the nails in public. If the mage rolls a 7 or above they can retract their nails back into their body. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crimson Eyes (House of the Night)&lt;br /&gt;
|Desc= When one becomes a mage of this house, they obtain the ability to grow a membrane around their eyes, allowing for advanced vision in the darkness and super bright areas. Additionally, the membrane protects the mage from having to deal with things like sand getting stuck in their eyes. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage gets night vision, heat vision and an immunity to blindness caused by sunlight, darkness, or solid objects.&lt;br /&gt;
|RedLines = This ability stays active for up to 1 hour or 5 combat rounds if activated during CRP. Corrosive substances or lunarmancy magic can still cause blindness to hemomancers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Blood Sucker (House of the Night)&lt;br /&gt;
|Desc= The mage gains the ability to regain life forces from consuming blood. They can expend one charge of the Sanguine Relic or bite someone else in their neck to gain life force. They can also bite someone and fill up a charge of the Sanguine Relic instead.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The mage consumes one charge on the Sanguine Relic or some blood in equal amounts from a willing target and regains D2 life points. They can bite an unwilling target if they roll higher than the target. Instead of healing themselves, they can also fill the Sanguine Relic with a charge.&lt;br /&gt;
|RedLines = This ability requires one action turn to be activated. The mage can't use this ability to fill the relic with their blood. The mage can't heal themselves with their blood.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Vampiric Skin (House of the Night)&lt;br /&gt;
|Desc= The mage has gained full control over the composition of their blood, making them able to concentrate the iron within their blood under their skin. Next, they also gain the ability not to bleed when slashed, and their open wounds close after 2 rounds of combat with any weapon not made of silver. If it were silver, the bleeding would continue.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The vampire gains 2 health points.&lt;br /&gt;
|RedLines = If the weapon the mage was hit with was made out of silver, the mage would be unable to heal this damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Vampiric Hover (House of the Night)&lt;br /&gt;
|Desc= While falling from great heights, the mage can stop right before hitting the floor, taking near to no fall damage in the process.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage is immune to fall damage.&lt;br /&gt;
|RedLines = The ability can only be activated if the mage is conscious.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Claws (House of the Beast)&lt;br /&gt;
|Desc= The mage uses their corrupted blood to turn their hands into ferocious claws that are hard as steel. Capable of clashing with swords and causing nasty cuts on a target.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster turns their hands into claws, dealing an extra +1 damage on every successful unarmed hit. The claws are dense as steel and can cause nasty slashes. If the caster successfully hits a target 3 times in a row with the claws, the target starts bleeding and will lose 1 additional HP.&lt;br /&gt;
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful spell effectiveness roll to hide the claws in public. &lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Preying Scents (House of the Beast)&lt;br /&gt;
|Desc = The nose of the mage turns into a fine-tuned prey-finding machine. The caster can easily track their target within a decent range. The ability only works if there are not too many scents interfering.&lt;br /&gt;
|Range = 50 meters&lt;br /&gt;
|Effect = The mage is aware of any prey within 50 meters of them.&lt;br /&gt;
|RedLines = This ability doesn't work in crowded areas such as towns and cities. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Protective Coat (House of the Beast)&lt;br /&gt;
|Desc= The caster is in tune with their animalistic features of themselves. Depending on their choice, they can instantly grow a layer of fur or scales. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster grows a skin or pelt of the creature of their desire.&lt;br /&gt;
They may choose from a scaled coat which will give them +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
They may choose from a fur coat that will give them +2 HP over their max amount. &lt;br /&gt;
&lt;br /&gt;
They may choose from a spiked coat that will give them a +2 to melee rolls. &lt;br /&gt;
&lt;br /&gt;
Once a coat has been activated, it stays for 5 rounds, unable to use the ability again for 2 OOC hours.&lt;br /&gt;
|RedLines = The caster cannot swap between skins. &lt;br /&gt;
If the caster has a scaled coat, they take +1 damage from melee attacks.&lt;br /&gt;
If the caster has a fur coat, they take +1 damage from fire attacks.&lt;br /&gt;
If the caster has a spiked coat, they take +1 damage from ranged mundane attacks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fight or Flight (House of the Beast)&lt;br /&gt;
|Desc = The caster turns their hands and feet into those of an animal of their choosing. Increasing their movement speed. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster turns their hands and feet into that of an animal. The caster is now able to move 6+D8 agility blocks. Canceling the transformation takes an action phase. &lt;br /&gt;
|RedLines = The caster can only attack unarmed in this form. It can be combined with the Claws ability. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Apex Instinct (House of the Beast)&lt;br /&gt;
|Desc = The caster is fully in tune with their beast instincts, allowing them to sense danger instantly and get ready for action. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = This ability is always active; users have two action phases in their first round when they enter CRP. They are always able to move first in CRP.&lt;br /&gt;
|RedLines = If there are others with the move first ability, the people with the ability roll initiative first. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Blood Flame (House of Blood)&lt;br /&gt;
|Desc = The caster controls their blood so that their blood becomes combustible. If the mage was hurt in the melee range of an enemy, the blood would have spread to them. The caster can decide when to combust their blood on will. &lt;br /&gt;
|Range = This Mage's blood stains&lt;br /&gt;
|Effect = The caster's blood is dangerous and combustible using a special blood composition. Anyone who lands a melee-attack on the mage will be coated in their blood. Upon activation, anyone stained by the caster's blood will receive the burning effect.&lt;br /&gt;
&lt;br /&gt;
Once the ability has been activated, there is a 5-round cooldown until it can be activated again. &lt;br /&gt;
|RedLines = This effect can not be used to burn blocks. &lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4752</id>
		<title>Geomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4752"/>
		<updated>2023-09-11T18:43:23Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Additional Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Geomancy&lt;br /&gt;
| Image = GeomancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Kor, the realm of the Mountain&lt;br /&gt;
| Cast = Catalyst - Amerynd Crystal&lt;br /&gt;
| Paths = Biomancy '''·''' Petromancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least two sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions &lt;br /&gt;
|60 Minutes. Proof in lore ticket. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Geomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Warlock&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Envoy of Kor&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Petromancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Petro Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Petromancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Petrosi&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Biomancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Biomancy Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Biomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Biomantis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Most spells in this magic require a loremaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the lore team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Veil&lt;br /&gt;
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster needs to roll a D5 to determine the amount of rounds until the crystals would vanish. If summoned successfully, the shield will cover a three-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb half of any extra damage, rounded down at a minimum of 1.&lt;br /&gt;
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.&lt;br /&gt;
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.&lt;br /&gt;
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal shard&lt;br /&gt;
|Desc = The casters focuses on the energy of gemstones, shooting out a sharp crystal shard from their tear rapidly, hitting a single enemy.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = If the caster casts the spell succesfully, the crystal shard does 2D2 damage to the one single enemy it hits.&lt;br /&gt;
|Fail = The spell fails and the shard gets shot towards the caster, doing D2 damage.&lt;br /&gt;
|Succ = The shard is extra sharp and does maximum damage.&lt;br /&gt;
|RedLines = The crystal shard gets shot out of a tear towards an enemy to hit it, so the shard gemstone cannot be used in the environment to cut vines, webs or anything like that. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mending&lt;br /&gt;
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster targets up to a 3x3x3 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.&lt;br /&gt;
&lt;br /&gt;
Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot.&lt;br /&gt;
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.&lt;br /&gt;
|Succ = The repaired area grows to a cube of 5x5x5.&lt;br /&gt;
|RedLines = A loremaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rock Spike&lt;br /&gt;
|Desc = Summon a spike of rocks that harms those standing on top of it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a 1x1x2 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 2 meters.&lt;br /&gt;
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.&lt;br /&gt;
|Succ = The caster masterfully manipulates the terrain. The spike becomes 2x2x4 and does full damage.&lt;br /&gt;
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air.&lt;br /&gt;
&lt;br /&gt;
The spell can not hurt the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Korstone Pebbles&lt;br /&gt;
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll defense or get hit. When the spell hits, it does D2 damage.&lt;br /&gt;
|Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage.&lt;br /&gt;
|Succ = The stones gain extra momentum and can reach up to 15m&lt;br /&gt;
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquify&lt;br /&gt;
|Desc = The caster gathers the minerals of their surroundings, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20m&lt;br /&gt;
|Damage = One of the following effects will take place;&lt;br /&gt;
&lt;br /&gt;
In combat, the caster shoots the ball of liquid metal at their target within 20m, and it solidifies before impact. This deals D3 damage on success. Or the caster makes a regular weapon or shield for 3 rounds. &lt;br /&gt;
&lt;br /&gt;
Outside of combat, the caster creates a tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Loremaster supervision. [LM determined]. Intricate tools such as these can only be made once an OOC day.&lt;br /&gt;
&lt;br /&gt;
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.&lt;br /&gt;
|Succ = The manipulation of magic is superb and the spell doubles its original output. The liquid ball turning into two balls for 2d3 damage. And the weapon or shield staying for 6 rounds. This effect does not work on consumable tools such as lockpicks. &lt;br /&gt;
|RedLines = The items made with the spell have to be used quickly otherwise the magical properties disappear and the item turns back to liquid and falls to the ground. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Armored Dust&lt;br /&gt;
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to bow attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher.&lt;br /&gt;
&lt;br /&gt;
The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again.&lt;br /&gt;
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. &lt;br /&gt;
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.&lt;br /&gt;
|RedLines = The armor can be washed away with aquamancy projectile spells. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tomb of Stone&lt;br /&gt;
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for 2 rounds, each round taking 1 damage of crushing. The target may attempt to break free early by rolling strength during their turn. They escape early if the strength roll is higher than the casting roll.&lt;br /&gt;
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and rooting them for 1 round, dealing an additional 1 damage.&lt;br /&gt;
|Succ = The rocks are extremely firm and can not be broken free from early.&lt;br /&gt;
|RedLines = To use this spell out of combat, an LM or Moderation team member has to supervise. Players trapped inside the rock tomb can not attack or be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Earthy Encasement&lt;br /&gt;
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = Upon performing the spell, a 2 Meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. &lt;br /&gt;
&lt;br /&gt;
The victim can attempt to dig out by rolling d20. If the roll is higher than the success roll for the spell, they break free; a 20 will always free the player.&lt;br /&gt;
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.&lt;br /&gt;
|Succ = The earth presses onto the victim harder, dealing D2 damage per round.&lt;br /&gt;
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like).&lt;br /&gt;
&lt;br /&gt;
The victim's allies can attempt to dig them out by spending their own action.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seismic Spikes&lt;br /&gt;
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in a 8x5 area. Everyone hit within this area takes D2+1 damage.&lt;br /&gt;
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.&lt;br /&gt;
|Succ = The targets hit by the spell cannot move for 1 round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cold Forge&lt;br /&gt;
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.&lt;br /&gt;
&lt;br /&gt;
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.&lt;br /&gt;
&lt;br /&gt;
1-6 = Iron&lt;br /&gt;
7-9 = Steel&lt;br /&gt;
10 = Damascus Steel&lt;br /&gt;
&lt;br /&gt;
A weapon created this way has certain magical properties, which can grant the person holding the weapon to gain a +1 in strength. Only one of these bonuses may apply to a single creature at any time.&lt;br /&gt;
|Fail = The caster fails to create any weapon; they pass out and cannot attempt to cast this spell for 2 OOC weeks.&lt;br /&gt;
|Succ = The caster rolls a D11 instead, where 11 = Adamantium.&lt;br /&gt;
|RedLines = The mage can only attempt to make a weapon this way once per OOC week due to the high value of these weapons. A loremaster must be present for the creation to approve the weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit of Kor&lt;br /&gt;
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster's tear gets closed or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:&lt;br /&gt;
&lt;br /&gt;
25 HP, 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
+3 on attack rolls.&lt;br /&gt;
+5 on defense rolls.&lt;br /&gt;
&lt;br /&gt;
It can choose from 3 abilities each round.&lt;br /&gt;
&lt;br /&gt;
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.&lt;br /&gt;
&lt;br /&gt;
Protect: If the golem is within 5M of the target, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.&lt;br /&gt;
&lt;br /&gt;
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.&lt;br /&gt;
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.&lt;br /&gt;
|Succ = The spirit has an additional 10 HP.&lt;br /&gt;
|RedLines = Only one of these spirits may exist at once.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell. This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Petromancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pillar of Stone&lt;br /&gt;
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters - 18 meters as projectile&lt;br /&gt;
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.&lt;br /&gt;
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.&lt;br /&gt;
|Succ = The maximum size, instead, is doubled&lt;br /&gt;
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Hands&lt;br /&gt;
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The user briefly touches something and turns it into solid rock.&lt;br /&gt;
&lt;br /&gt;
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.&lt;br /&gt;
&lt;br /&gt;
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.&lt;br /&gt;
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.&lt;br /&gt;
|Succ = The spell lasts for D2+2 rounds.&lt;br /&gt;
|RedLines = You cannot fully petrify other players.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Craftman's Friends&lt;br /&gt;
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.&lt;br /&gt;
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.&lt;br /&gt;
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.&lt;br /&gt;
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.&lt;br /&gt;
&lt;br /&gt;
Moreover, the caster cannot cast any spells while in this golem.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Circle of Stone&lt;br /&gt;
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.&lt;br /&gt;
&lt;br /&gt;
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.&lt;br /&gt;
|Succ = The circle of stones stays up for 5 rounds instead of 3.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Geotic Grasp&lt;br /&gt;
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds&lt;br /&gt;
|Fail = The spell fails, and nothing happens.&lt;br /&gt;
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.&lt;br /&gt;
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.&lt;br /&gt;
&lt;br /&gt;
The targets can still move everything but their legs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Stones of Anguish&lt;br /&gt;
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.&lt;br /&gt;
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.&lt;br /&gt;
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. &lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voice of the Mountain&lt;br /&gt;
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.&lt;br /&gt;
&lt;br /&gt;
All enemies in the area  receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.&lt;br /&gt;
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.&lt;br /&gt;
|Succ = The duration of the spell is D2+2 rounds instead.&lt;br /&gt;
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Eden's Wrath&lt;br /&gt;
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. &lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Casting this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Biomancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Living Soil&lt;br /&gt;
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.&lt;br /&gt;
|Fail = The soil dies immediately, and nothing happens.&lt;br /&gt;
|Succ = The target may heal up to 2D2.&lt;br /&gt;
|RedLines = The spell cannot heal multiple people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Spores&lt;br /&gt;
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.&lt;br /&gt;
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.&lt;br /&gt;
|Succ = The spores are incredibly effective, blinding the target for an extra round.&lt;br /&gt;
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strangle Roots&lt;br /&gt;
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.&lt;br /&gt;
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.&lt;br /&gt;
|Succ = The roots start to strangle the target, dealing D2 damage.&lt;br /&gt;
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animal Control&lt;br /&gt;
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.&lt;br /&gt;
&lt;br /&gt;
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.&lt;br /&gt;
&lt;br /&gt;
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:&lt;br /&gt;
&lt;br /&gt;
HP: 4&lt;br /&gt;
Str: 0, Def: -1, Agi: +2, Int: Unusable&lt;br /&gt;
Attacks: 2, each dealing D2 damage.&lt;br /&gt;
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.&lt;br /&gt;
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.&lt;br /&gt;
|RedLines = This spell only works on common - rare mobs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rose Vines&lt;br /&gt;
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.&lt;br /&gt;
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.&lt;br /&gt;
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.&lt;br /&gt;
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Healing Blossom&lt;br /&gt;
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.&lt;br /&gt;
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.&lt;br /&gt;
|Succ = All targets are healed for the full 2 HP.&lt;br /&gt;
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Gnarling Swarm&lt;br /&gt;
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.&lt;br /&gt;
&lt;br /&gt;
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.&lt;br /&gt;
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.&lt;br /&gt;
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.&lt;br /&gt;
|RedLines = This spell can only be used under Loremaster supervision if the player wishes to damage a structure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Kor’s Expansion&lt;br /&gt;
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.&lt;br /&gt;
&lt;br /&gt;
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell&lt;br /&gt;
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.&lt;br /&gt;
|RedLines = Players hit by the attack will be thrown out of the radius.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used when a loremaster/event team member supervises.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Earthly Awareness&lt;br /&gt;
|Desc = The caster has reached a new milestone, where the earth can be read like a book.&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.&lt;br /&gt;
|RedLines = This spell is always active. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Calming Aura (Biomancy only)&lt;br /&gt;
|Desc = Once activated, the caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals those around them and himself for a short duration. &lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = A maximum of 3 targets of the caster's choice within a 10-block area of the mage will heal 1 HP every round, including the mage themselves for 3 rounds.&lt;br /&gt;
|RedLines = Once used, the spell goes on cooldown for 3 rounds after it ends. Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crystalline Hands (Petromancy only)&lt;br /&gt;
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this ability has a 4 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Gimeek&amp;diff=4545</id>
		<title>Gimeek</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Gimeek&amp;diff=4545"/>
		<updated>2023-08-13T14:28:34Z</updated>

		<summary type="html">&lt;p&gt;H00ds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Bestiary&lt;br /&gt;
|Image = Missing.png &lt;br /&gt;
|Class = Magical &lt;br /&gt;
|Rarity = Common&lt;br /&gt;
|Size = ~30 cm; Tiny/Small&lt;br /&gt;
|HP = 6&lt;br /&gt;
|STR = 2&lt;br /&gt;
|DEF = 2&lt;br /&gt;
|AGI = 6&lt;br /&gt;
|INT = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Gimeek is a small animal, which is often mistaken for an onion because of its similar appearance to the plant. Despite its look, this small creature has a rather potent meaty taste, not all that dissimilar to venison, making the Gimeek quite the snack for the wandering traveller.&lt;br /&gt;
&lt;br /&gt;
The Gimeek is only one foot high, about half of its height coming from its leaf-like top. The outer layer of the creature closely resembles plant material, but beneath the spherical body is a layer of muscle, followed by a layer of bones that allows the Gimeeks to hold their shape. Beneath that are the Gimeeks organs, with three sensory nerves and a thin layer of muscle running up and down its body. The thicker portion of its body splits into the three leafy portions, with the stem-like parts of each leaf converging to protect the Gimeek’s brain and prevent muscle and bones from being exposed. The Gimeeks’ rather short legs and arms each end in a small, sharp claw, the undersides of the claws hollow like a canine’s.&lt;br /&gt;
&lt;br /&gt;
== Habitat ==&lt;br /&gt;
The Gimeeks prefers moderately warm climates that many would consider being suitable for farming, which often results in the creatures being attracted to farms and mistakenly trying to communicate with ordinary onion plants sometimes. Failing this, Gimeeks are most commonly found in temperate forests, often in burrows dug half a foot into the ground. Because of the Gimeek’s tendency to be amongst members of its own species, a multitude of burrows and fist-sized pits in the ground are a good sign that Gimeeks are nearby. Gimeeks will not survive in too hot of temperatures or too cold, so they often cluster together and hibernate in large groups come winter, and often try to find mud or puddles to cool down in summer. Because of its appearance, the Gimeek tries to blend in with other plants to avoid predators. So, Gimeeks will rarely be seen walking about if they’re in dense vegetation if they can help it.&lt;br /&gt;
&lt;br /&gt;
== Behaviour ==&lt;br /&gt;
The Gimeek is a rather social creature, resulting in large packs of them sticking together for most of their lives. When in distress, Gimeeks let out a series of squeaking noises, almost like a mouse or a rat may. If other Gimeeks are nearby, they will replicate this noise and scatter, creating a chain reaction and resulting in most of those creatures trying to flee to safety. When not in danger, they will use prolonged squeaks to communicate at a very basic level, often following one another two sources of food, hospitable territory, or two burrowing locations. They use their small claws when burrowing and digging holes, often helping one another if an individual Gimeek is unable to adequately burrow themselves. Because of the time-consuming reproduction habits of the creature, they will often not reproduce if many others in their pack already are, unless they are at the end of their lifespan and have no other option at that age. Gimeeks are very skittish beings, often fearing most beings bigger than them.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
The Gimeeks do not have any special abilities, which makes them fairly easy prey if one would be able to catch them.&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4270</id>
		<title>Aeromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4270"/>
		<updated>2023-07-30T14:04:12Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aeromancy&lt;br /&gt;
| Image = AeromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aether, the realm of the nine Winds&lt;br /&gt;
| Cast = Catalyst - Opal Gem&lt;br /&gt;
| Paths = Lunarmancy '''·''' Tempestacy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. &lt;br /&gt;
&lt;br /&gt;
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.&lt;br /&gt;
&lt;br /&gt;
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Aeromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aether Seer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Tempest Explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Storm Mage&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Tempest Tamer&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Moonlit Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Lunarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lunaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Blast&lt;br /&gt;
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When utilizing this spell, and it is a successful roll, the caster rolls a D3 to see how strong the impact of the blast is. The target takes double the roll result in knockback.&lt;br /&gt;
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster is allowed to roll 2D2 instead. The knockback is triple the total roll result.&lt;br /&gt;
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Shear&lt;br /&gt;
|Desc = The caster manipulates the winds with Aether energy to turn the wind into small knives that can be hurled toward enemies or used for cutting vegetables&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates D4 small knives of air that float around them and will shoot them toward the enemies within range.&lt;br /&gt;
&lt;br /&gt;
Once the spell is cast successfully, the caster shouts how many knives to go toward which enemy. All the knives are used during the attack, each dealing D2 damage.&lt;br /&gt;
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.&lt;br /&gt;
|Succ = The full amount of knives is summoned.&lt;br /&gt;
|RedLines = Only 2 knives may target a single enemy simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Head Wind&lt;br /&gt;
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster causes a headwind that last 3 rounds in the backs of themselves and their allies up to 3 people total. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. &lt;br /&gt;
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.&lt;br /&gt;
|Succ = The effect is strengthened and adds 3 meters instead of 2.&lt;br /&gt;
|RedLines = The caster has to emote in their casting emote who is affected by the spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind familiar&lt;br /&gt;
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement blocks to the caster. &lt;br /&gt;
|Fail = The familiar doesn’t show up.&lt;br /&gt;
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.&lt;br /&gt;
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Tunnel&lt;br /&gt;
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel.&lt;br /&gt;
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take D2 damage on the way. &lt;br /&gt;
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cyclone Sphere&lt;br /&gt;
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to a target of choice. When sent at a target, the target has to roll a D20 agility. If the roll was below the caster's casting roll, the projectile hits and does 1 damage. A 20 or above will always dodge the incoming attack. The sphere is able to block level 1 spells, unbinding them.&lt;br /&gt;
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Bound&lt;br /&gt;
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.&lt;br /&gt;
&lt;br /&gt;
Once bound, the target can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ strength roll will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.&lt;br /&gt;
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.&lt;br /&gt;
|RedLines = The caster cannot cast any other spells if this spell is still active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Guiding Winds&lt;br /&gt;
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
# Forward Gust: Double the range of the missile attack.&lt;br /&gt;
&lt;br /&gt;
# Downward Gust: The damage of the missile attack is +2 if successful.&lt;br /&gt;
&lt;br /&gt;
#Guiding Gust: Increase attack rolls for the projectile by 2&lt;br /&gt;
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.&lt;br /&gt;
|RedLines = This spell cannot be used on magical projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aero Whip&lt;br /&gt;
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.&lt;br /&gt;
&lt;br /&gt;
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 20 or above will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
&lt;br /&gt;
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.&lt;br /&gt;
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.&lt;br /&gt;
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aether Palm&lt;br /&gt;
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:&lt;br /&gt;
&lt;br /&gt;
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 6 meters and take D2+2 damage.&lt;br /&gt;
&lt;br /&gt;
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D2+2 damage.&lt;br /&gt;
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.&lt;br /&gt;
|Succ = The hand does full damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Apex Tornado&lt;br /&gt;
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.&lt;br /&gt;
&lt;br /&gt;
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.&lt;br /&gt;
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.&lt;br /&gt;
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.&lt;br /&gt;
|RedLines = This spell must be cast in the presence of a loremaster. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Lunarmancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkness&lt;br /&gt;
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates an area of pure darkness in a 10x10 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, including the caster.&lt;br /&gt;
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for the maximum time and is increased to a 12x12 area.&lt;br /&gt;
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlight&lt;br /&gt;
|Desc = The caster produces an orb of moonlight in their palms, acting as both a light source and a weapon of defense that could be thrown with great speed. Because of the purifying properties of Lunarmancy, this is extra effective against beings influenced by voidal magic. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Before casting, the caster must choose between two effects:&lt;br /&gt;
&lt;br /&gt;
Illuminate. The caster conjures an orb of moonlight in the palm of their hand, acting as a torch that lights up a 4x4 radius. The resulting light also has the ability to pierce through magical darkness. This lasts until the caster cancels the spell.&lt;br /&gt;
&lt;br /&gt;
Irradiate. Upon succeeding, an orb of moonlight launches itself towards one target, causing 1d3 damage. If the target in question is a voidal being, an extra 1d2 is added to the damage.&lt;br /&gt;
|Fail = The moonlight dims in the caster's hand, falling apart into nothing but remnants of stardust.&lt;br /&gt;
|Succ = The Irradiate effect's base damage will be a guaranteed total of 3, while the Illuminate effect's radius increases to 6x6.&lt;br /&gt;
|RedLines = The Illuminate effect is incapable of inflicting damage, even to voidal beings. The effect is also ended when the caster casts another spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlit Veil&lt;br /&gt;
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.&lt;br /&gt;
&lt;br /&gt;
The spell stays active for D3+3 rounds and will then automatically crumble.&lt;br /&gt;
&lt;br /&gt;
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.&lt;br /&gt;
|Fail = The spell will fail, causing the veil to fall apart.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time.&lt;br /&gt;
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Judgement&lt;br /&gt;
|Desc =  Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes supercooled, causing freeze burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = If hit by the attack, the enemy will receive D3 damage. They will also receive a slow of -4 meters for 2 rounds.&lt;br /&gt;
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.&lt;br /&gt;
|Succ = The spell is empowered and deals D3+2 damage instead.&lt;br /&gt;
|RedLines = The enemy needs to be in the open for the attack to hit them. The attack can't supercool any material besides the worn materials of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Dream Touch&lt;br /&gt;
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:&lt;br /&gt;
&lt;br /&gt;
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.&lt;br /&gt;
&lt;br /&gt;
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 20+ intelligence roll will always cause the target to wake up.&lt;br /&gt;
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.&lt;br /&gt;
|Succ = The spell will heal or damage by 2 rather than D2.&lt;br /&gt;
|RedLines = You cannot check someone's memories using this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crescent Slash&lt;br /&gt;
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile.&lt;br /&gt;
&lt;br /&gt;
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.&lt;br /&gt;
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.&lt;br /&gt;
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hallowed Grounds&lt;br /&gt;
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.&lt;br /&gt;
&lt;br /&gt;
The caster can make a casting of Hallowed Grounds indefinite via Loremaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.&lt;br /&gt;
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.&lt;br /&gt;
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.&lt;br /&gt;
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. &lt;br /&gt;
&lt;br /&gt;
If the land or the item in question is destroyed, the effects of this spell are as well. A Loremaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lunar Doppelganger&lt;br /&gt;
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.&lt;br /&gt;
&lt;br /&gt;
The doppelgangers dissolve after 3 rounds.&lt;br /&gt;
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.&lt;br /&gt;
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.&lt;br /&gt;
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wrath of the Moon&lt;br /&gt;
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.&lt;br /&gt;
&lt;br /&gt;
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.&lt;br /&gt;
&lt;br /&gt;
If the target is a living being: D5+3 Damage&lt;br /&gt;
&lt;br /&gt;
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The caster summons the max amount of shards.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
&lt;br /&gt;
A player target can only be hit by 1 shard.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Tempestacy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spark&lt;br /&gt;
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.&lt;br /&gt;
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.&lt;br /&gt;
|Succ = The target is stunned for the maximum amount of time.&lt;br /&gt;
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Storm Armor&lt;br /&gt;
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind that acts as armor for the user. This armor is as effective as a layer of leather armor surrounding their entire body. After the first strike that seriously damages the user, the user loses their Sky Spirit's Armour, causing a wave of air to rush away from them, knocking anyone within two meters of them back by one meter.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back around d5 blocks and unable to attack you for one round. This armor lasts until the caster gets takes 3 damage total.&lt;br /&gt;
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The attacker is knocked away for D10 blocks instead of a D5. The total damage the armor can sustain is 5 damage instead of 3.&lt;br /&gt;
|RedLines = The caster can't cast another spell while being in their Storm Armor. The armor can be destroyed by ranged weaponry and magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunder Cloud Prison&lt;br /&gt;
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequence.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. Everyone moving through that area must perform a D20 intelligence check.&lt;br /&gt;
&lt;br /&gt;
If they roll a 12 or higher, they can move half their usual movement speed without taking damage.&lt;br /&gt;
&lt;br /&gt;
If they roll below a 12, they can move at their full movement speed but will take 1 damage of lightning for each block traveled through the prison.&lt;br /&gt;
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.&lt;br /&gt;
|Succ = The prison stays for the maximum amount of rounds, and the intelligence check is upped to 14.&lt;br /&gt;
|RedLines = Allies are also stuck in this prison though Tempestacy mages are immune to the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lightning Strike&lt;br /&gt;
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.&lt;br /&gt;
&lt;br /&gt;
1 = The attack will shock the target for one round, making them unable to attack on their next turn.&lt;br /&gt;
&lt;br /&gt;
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin.&lt;br /&gt;
&lt;br /&gt;
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning.&lt;br /&gt;
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.&lt;br /&gt;
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.&lt;br /&gt;
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tempest Form&lt;br /&gt;
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcest&lt;br /&gt;
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.&lt;br /&gt;
&lt;br /&gt;
These effects last for 2D2 rounds.&lt;br /&gt;
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.&lt;br /&gt;
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunderous Roar&lt;br /&gt;
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.&lt;br /&gt;
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.&lt;br /&gt;
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.&lt;br /&gt;
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Chain Lightning&lt;br /&gt;
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.&lt;br /&gt;
&lt;br /&gt;
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.&lt;br /&gt;
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.&lt;br /&gt;
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Calling of the Storm&lt;br /&gt;
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.&lt;br /&gt;
&lt;br /&gt;
The mage can move freely anywhere within this area during their movement turn.&lt;br /&gt;
&lt;br /&gt;
Any players on horseback are knocked off their horses instantly.&lt;br /&gt;
&lt;br /&gt;
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilites ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cloud&lt;br /&gt;
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. &lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.&lt;br /&gt;
|RedLines = The healing effect is not applicable in combat. &lt;br /&gt;
&lt;br /&gt;
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. &lt;br /&gt;
&lt;br /&gt;
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Lightning Reflexes (Tempestacy Only)&lt;br /&gt;
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.&lt;br /&gt;
|RedLines = This is a passive ability, not an active one. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cleansing Aura (Lunarmancy Only)&lt;br /&gt;
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. &lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.&lt;br /&gt;
&lt;br /&gt;
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.&lt;br /&gt;
|RedLines = The blinding effect of this ability has a 2 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4269</id>
		<title>Aeromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4269"/>
		<updated>2023-07-30T13:19:28Z</updated>

		<summary type="html">&lt;p&gt;H00ds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aeromancy&lt;br /&gt;
| Image = AeromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aether, the realm of the nine Winds&lt;br /&gt;
| Cast = Catalyst - Opal Gem&lt;br /&gt;
| Paths = Lunarmancy '''·''' Tempestacy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. &lt;br /&gt;
&lt;br /&gt;
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.&lt;br /&gt;
&lt;br /&gt;
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Aeromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aether Seer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Tempest Explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Storm Mage&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Tempest Tamer&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Moonlit Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Lunarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lunaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Blast&lt;br /&gt;
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When utilizing this spell, and it is a successful roll, the caster rolls a D3 to see how strong the impact of the blast is. The target takes double the roll result in knockback.&lt;br /&gt;
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster is allowed to roll 2D2 instead. The knockback is triple the total roll result.&lt;br /&gt;
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Shear&lt;br /&gt;
|Desc = The caster manipulates the winds with Aether energy to turn the wind into small knives that can be hurled toward enemies or used for cutting vegetables&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates D4 small knives of air that float around them and will shoot them toward the enemies within range.&lt;br /&gt;
&lt;br /&gt;
Once the spell is cast successfully, the caster shouts how many knives to go toward which enemy. All the knives are used during the attack, each dealing D2 damage.&lt;br /&gt;
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.&lt;br /&gt;
|Succ = The full amount of knives is summoned.&lt;br /&gt;
|RedLines = Only 2 knives may target a single enemy simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Head Wind&lt;br /&gt;
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster causes a headwind that last 3 rounds in the backs of themselves and their allies up to 3 people total. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. &lt;br /&gt;
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.&lt;br /&gt;
|Succ = The effect is strengthened and adds 3 meters instead of 2.&lt;br /&gt;
|RedLines = The caster has to emote in their casting emote who is affected by the spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind familiar&lt;br /&gt;
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement blocks to the caster. &lt;br /&gt;
|Fail = The familiar doesn’t show up.&lt;br /&gt;
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.&lt;br /&gt;
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Tunnel&lt;br /&gt;
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel.&lt;br /&gt;
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take D2 damage on the way. &lt;br /&gt;
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cyclone Sphere&lt;br /&gt;
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to a target of choice. When sent at a target, the target has to roll a D20 agility. If the roll was below the caster's casting roll, the projectile hits and does 1 damage. A 20 or above will always dodge the incoming attack. The sphere is able to block level 1 spells, unbinding them.&lt;br /&gt;
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Bound&lt;br /&gt;
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.&lt;br /&gt;
&lt;br /&gt;
Once bound, the target can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ strength roll will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.&lt;br /&gt;
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.&lt;br /&gt;
|RedLines = The caster cannot cast any other spells if this spell is still active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Guiding Winds&lt;br /&gt;
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
# Forward Gust: Double the range of the missile attack.&lt;br /&gt;
&lt;br /&gt;
# Downward Gust: The damage of the missile attack is +2 if successful.&lt;br /&gt;
&lt;br /&gt;
#Guiding Gust: Increase attack rolls for the projectile by 2&lt;br /&gt;
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.&lt;br /&gt;
|RedLines = This spell cannot be used on magical projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aero Whip&lt;br /&gt;
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.&lt;br /&gt;
&lt;br /&gt;
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 20 or above will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
&lt;br /&gt;
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.&lt;br /&gt;
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.&lt;br /&gt;
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aether Palm&lt;br /&gt;
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:&lt;br /&gt;
&lt;br /&gt;
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 6 meters and take D2+2 damage.&lt;br /&gt;
&lt;br /&gt;
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D2+2 damage.&lt;br /&gt;
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.&lt;br /&gt;
|Succ = The hand does full damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Apex Tornado&lt;br /&gt;
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.&lt;br /&gt;
&lt;br /&gt;
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.&lt;br /&gt;
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.&lt;br /&gt;
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.&lt;br /&gt;
|RedLines = This spell must be cast in the presence of a loremaster. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Lunarmancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkness&lt;br /&gt;
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates an area of pure darkness in a 10x10 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, including the caster.&lt;br /&gt;
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for the maximum time and is increased to a 12x12 area.&lt;br /&gt;
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlight&lt;br /&gt;
|Desc = The caster produces an orb of moonlight in their palms, acting as both a light source and a weapon of defense that could be thrown with great speed. Because of the purifying properties of Lunarmancy, this is extra effective against beings influenced by voidal magic. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Before casting, the caster must choose between two effects:&lt;br /&gt;
&lt;br /&gt;
Illuminate. The caster conjures an orb of moonlight in the palm of their hand, acting as a torch that lights up a 4x4 radius. The resulting light also has the ability to pierce through magical darkness. This lasts until the caster cancels the spell.&lt;br /&gt;
&lt;br /&gt;
Irradiate. Upon succeeding, an orb of moonlight launches itself towards one target, causing 1d3 damage. If the target in question is a voidal being, an extra 1d2 is added to the damage.&lt;br /&gt;
|Fail = The moonlight dims in the caster's hand, falling apart into nothing but remnants of stardust.&lt;br /&gt;
|Succ = The spell's base damage will be a guaranteed total of 3.&lt;br /&gt;
|RedLines = The Illuminate effect is incapable of inflicting damage, even to voidal beings. The effect is also ended when the casters casts another spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlit Veil&lt;br /&gt;
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.&lt;br /&gt;
&lt;br /&gt;
The spell stays active for D3+3 rounds and will then automatically crumble.&lt;br /&gt;
&lt;br /&gt;
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.&lt;br /&gt;
|Fail = The spell will fail, causing the veil to fall apart.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time.&lt;br /&gt;
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Judgement&lt;br /&gt;
|Desc =  Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes supercooled, causing freeze burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = If hit by the attack, the enemy will receive D3 damage. They will also receive a slow of -4 meters for 2 rounds.&lt;br /&gt;
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.&lt;br /&gt;
|Succ = The spell is empowered and deals D3+2 damage instead.&lt;br /&gt;
|RedLines = The enemy needs to be in the open for the attack to hit them. The attack can't supercool any material besides the worn materials of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Dream Touch&lt;br /&gt;
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:&lt;br /&gt;
&lt;br /&gt;
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.&lt;br /&gt;
&lt;br /&gt;
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 20+ intelligence roll will always cause the target to wake up.&lt;br /&gt;
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.&lt;br /&gt;
|Succ = The spell will heal or damage by 2 rather than D2.&lt;br /&gt;
|RedLines = You cannot check someone's memories using this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crescent Slash&lt;br /&gt;
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile.&lt;br /&gt;
&lt;br /&gt;
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.&lt;br /&gt;
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.&lt;br /&gt;
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hallowed Grounds&lt;br /&gt;
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.&lt;br /&gt;
&lt;br /&gt;
The caster can make a casting of Hallowed Grounds indefinite via Loremaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.&lt;br /&gt;
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.&lt;br /&gt;
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.&lt;br /&gt;
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. &lt;br /&gt;
&lt;br /&gt;
If the land or the item in question is destroyed, the effects of this spell are as well. A Loremaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lunar Doppelganger&lt;br /&gt;
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.&lt;br /&gt;
&lt;br /&gt;
The doppelgangers dissolve after 3 rounds.&lt;br /&gt;
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.&lt;br /&gt;
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.&lt;br /&gt;
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wrath of the Moon&lt;br /&gt;
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.&lt;br /&gt;
&lt;br /&gt;
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.&lt;br /&gt;
&lt;br /&gt;
If the target is a living being: D5+3 Damage&lt;br /&gt;
&lt;br /&gt;
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The caster summons the max amount of shards.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
&lt;br /&gt;
A player target can only be hit by 1 shard.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Tempestacy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spark&lt;br /&gt;
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.&lt;br /&gt;
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.&lt;br /&gt;
|Succ = The target is stunned for the maximum amount of time.&lt;br /&gt;
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Storm Armor&lt;br /&gt;
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind that acts as armor for the user. This armor is as effective as a layer of leather armor surrounding their entire body. After the first strike that seriously damages the user, the user loses their Sky Spirit's Armour, causing a wave of air to rush away from them, knocking anyone within two meters of them back by one meter.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back around d5 blocks and unable to attack you for one round. This armor lasts until the caster gets takes 3 damage total.&lt;br /&gt;
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The attacker is knocked away for D10 blocks instead of a D5. The total damage the armor can sustain is 5 damage instead of 3.&lt;br /&gt;
|RedLines = The caster can't cast another spell while being in their Storm Armor. The armor can be destroyed by ranged weaponry and magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunder Cloud Prison&lt;br /&gt;
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequence.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. Everyone moving through that area must perform a D20 intelligence check.&lt;br /&gt;
&lt;br /&gt;
If they roll a 12 or higher, they can move half their usual movement speed without taking damage.&lt;br /&gt;
&lt;br /&gt;
If they roll below a 12, they can move at their full movement speed but will take 1 damage of lightning for each block traveled through the prison.&lt;br /&gt;
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.&lt;br /&gt;
|Succ = The prison stays for the maximum amount of rounds, and the intelligence check is upped to 14.&lt;br /&gt;
|RedLines = Allies are also stuck in this prison though Tempestacy mages are immune to the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lightning Strike&lt;br /&gt;
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.&lt;br /&gt;
&lt;br /&gt;
1 = The attack will shock the target for one round, making them unable to attack on their next turn.&lt;br /&gt;
&lt;br /&gt;
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin.&lt;br /&gt;
&lt;br /&gt;
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning.&lt;br /&gt;
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.&lt;br /&gt;
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.&lt;br /&gt;
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tempest Form&lt;br /&gt;
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcest&lt;br /&gt;
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.&lt;br /&gt;
&lt;br /&gt;
These effects last for 2D2 rounds.&lt;br /&gt;
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.&lt;br /&gt;
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunderous Roar&lt;br /&gt;
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.&lt;br /&gt;
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.&lt;br /&gt;
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.&lt;br /&gt;
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Chain Lightning&lt;br /&gt;
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.&lt;br /&gt;
&lt;br /&gt;
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.&lt;br /&gt;
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.&lt;br /&gt;
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Calling of the Storm&lt;br /&gt;
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.&lt;br /&gt;
&lt;br /&gt;
The mage can move freely anywhere within this area during their movement turn.&lt;br /&gt;
&lt;br /&gt;
Any players on horseback are knocked off their horses instantly.&lt;br /&gt;
&lt;br /&gt;
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilites ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cloud&lt;br /&gt;
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. &lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.&lt;br /&gt;
|RedLines = The healing effect is not applicable in combat. &lt;br /&gt;
&lt;br /&gt;
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. &lt;br /&gt;
&lt;br /&gt;
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Lightning Reflexes (Tempestacy Only)&lt;br /&gt;
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.&lt;br /&gt;
|RedLines = This is a passive ability, not an active one. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cleansing Aura (Lunarmancy Only)&lt;br /&gt;
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. &lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.&lt;br /&gt;
&lt;br /&gt;
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.&lt;br /&gt;
|RedLines = The blinding effect of this ability has a 2 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&amp;diff=4203</id>
		<title>Pyromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&amp;diff=4203"/>
		<updated>2023-07-25T21:27:11Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{MagicType&lt;br /&gt;
| Name = Pyromancy&lt;br /&gt;
| Image = PyromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Ignos, the realm of Fire&lt;br /&gt;
| Cast = Catalyst - Sphalerite Gem&lt;br /&gt;
| Paths = Solarmancy '''·''' Magmamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mages of fire are of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues, making fire magic more widespread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Fire has been there for as long as people can remember to cook meat, warm themselves up, and other useful facts. But around the year 200, someone took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world and making it a few degrees hotter. Once this primordial had brought their fire, they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and even to color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos and let someone, or something, stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as a tradition by teachers to teach their students.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions for your good. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear, and other emotions fade away. Your mind starts to understand the runes of old, created by the first mage of fire to teach. Only once one's mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks, or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Pyromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Ignos Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Solarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Solar Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Solarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Solaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Magmamancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Magmic explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Magmamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Magmaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks, and they will heal, though this damage does kill while following all rules. This is just so that one's appearance doesn't change without consent. If discussed with the recipient of the flames and they want to have the marks, you can make an exception, but only then. Fire from Ignos does '''NOT''' spread to flammable objects and can not cause large spreading fires such as forest fires.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ignis Enlightenment&lt;br /&gt;
|Desc = The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = This spell lights up the metal or flame item, illuminating the surrounding area.&lt;br /&gt;
&lt;br /&gt;
If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.&lt;br /&gt;
&lt;br /&gt;
In addition, a successful strike with this object inflicts the burning effect for D2 rounds.&lt;br /&gt;
|Fail = The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.&lt;br /&gt;
|Succ = The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.&lt;br /&gt;
|RedLines = The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Tempo&lt;br /&gt;
|Desc = The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.&lt;br /&gt;
|Fail = The flames become too hot for the caster to deal with, and they take D2 damage.&lt;br /&gt;
|Succ = The spell's duration lasts for D3+2 rounds.&lt;br /&gt;
|RedLines = The spell is ineffective if the caster is bound.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flame Arrow&lt;br /&gt;
|Desc = The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters or Bow range if used.&lt;br /&gt;
|Damage = If the arrow is shot on its own, it deals 2 damage.&lt;br /&gt;
If the arrow is shot with a bow, it deals D3 damage.&lt;br /&gt;
If the arrow is shot with a crossbow, it applies Burning.&lt;br /&gt;
|Fail = The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.&lt;br /&gt;
|Succ = Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.&lt;br /&gt;
|RedLines = Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pyrotic Pulse&lt;br /&gt;
|Desc = The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.&lt;br /&gt;
|Fail = The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.&lt;br /&gt;
|Succ = The combustion is more powerful than expected and deals D5+7 meters of knockback.&lt;br /&gt;
|RedLines = This spell does not work on large constructs and cannot blow up the terrain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Arsenal&lt;br /&gt;
|Desc = The caster manipulates fire to take the form of a weapon composed of flame.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon can be of any known and common design so long as it is one solid piece.&lt;br /&gt;
&lt;br /&gt;
This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.&lt;br /&gt;
|Fail = The weapon fails to summon.&lt;br /&gt;
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.&lt;br /&gt;
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Breath of the Dragon&lt;br /&gt;
|Desc = The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.&lt;br /&gt;
&lt;br /&gt;
Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning. &lt;br /&gt;
&lt;br /&gt;
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.&lt;br /&gt;
|Fail = The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.&lt;br /&gt;
|Succ = Roll a D3 to determine damage instead of a D2.&lt;br /&gt;
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Scorched Blade&lt;br /&gt;
|Desc = A weapon is coated in, or formed from flame that starts hovering around the caster, aiding them in a fight.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster creates a weapon out of flames, or coats a weapon on them in flames, which would start to hover around them. The weapon would stay around the caster for D2+1 rounds. The caster is able to attack with the weapon after their action with a D20 intelligence. The weapon upon a successful hit does D2 dmg.&lt;br /&gt;
|Fail = The weapon implodes, dealing 2 dmg to the caster.&lt;br /&gt;
|Succ = The weapon seems to burn hotter and brighter than expected, setting the first target it hits on fire.&lt;br /&gt;
|RedLines = This spell can NOT lock people in melee combat unless the target is in melee range of the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fireball&lt;br /&gt;
|Desc = Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.&lt;br /&gt;
&lt;br /&gt;
If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.&lt;br /&gt;
|Fail = The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.&lt;br /&gt;
|Succ = The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.&lt;br /&gt;
|RedLines = The spell can damage objects but requires a loremaster's supervision.&lt;br /&gt;
Always round off the damage if the number is uneven.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rejuvenating flames&lt;br /&gt;
|Desc = You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.&lt;br /&gt;
&lt;br /&gt;
This shroud lasts for D2 rounds.&lt;br /&gt;
|Fail = The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.&lt;br /&gt;
|Succ = The effect lasts for 1 additional round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of Flame&lt;br /&gt;
|Desc = The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast. 1 meter when used for combat.&lt;br /&gt;
|Damage = An extension of the caster's choosing is created which stays for 3 rounds. &lt;br /&gt;
The caster can choose to use the extension for two purposes:&lt;br /&gt;
&lt;br /&gt;
The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect. &lt;br /&gt;
&lt;br /&gt;
The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early. &lt;br /&gt;
|Fail = The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.&lt;br /&gt;
|Succ = The fire control is extremely potent and the spell lasts for 5 rounds instead.&lt;br /&gt;
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ember Trap&lt;br /&gt;
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.&lt;br /&gt;
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.&lt;br /&gt;
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds.  &lt;br /&gt;
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Flame&lt;br /&gt;
|Desc = You draw from the power of Ignos to create a flaming barrier.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds. &lt;br /&gt;
&lt;br /&gt;
If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.&lt;br /&gt;
|Fail = The wall is insatiable and falls on the caster, dealing D3 damage.&lt;br /&gt;
|Succ = The wall flares up, dealing D2+1 and burning.&lt;br /&gt;
|RedLines = This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit Phoenix&lt;br /&gt;
|Desc = The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.&lt;br /&gt;
&lt;br /&gt;
During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.&lt;br /&gt;
|Fail = The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.&lt;br /&gt;
|Succ = The spell's duration increases by 2 rounds.&lt;br /&gt;
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Coiling Inferno&lt;br /&gt;
|Desc = A coil of fire forms around the caster's arm which grows as they send it out binding a hit target.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15m&lt;br /&gt;
|Damage = The caster fires a coiling stream of flames to a target within range, a target hit by these flames takes D3+1 damage.&lt;br /&gt;
&lt;br /&gt;
Additionally, the flames coil around a hit target, on their next turn the coil implodes on the bound target. They make another intelligence defense roll against the casting value taking an additional D2 damage if they fail.&lt;br /&gt;
|Fail = The flames coil fully around the caster dealing D3 damage.&lt;br /&gt;
|Succ = The coiling flames are tighter making the bound target unable to make the second intelligence defense roll and take the additional damage immediately.&lt;br /&gt;
|RedLines = The coil can be destroyed if the target is affected by an aquamancy spell before their turn.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fiery Cyclone&lt;br /&gt;
|Desc = Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.&lt;br /&gt;
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.&lt;br /&gt;
|Succ = The cyclone's movement becomes 8 meters.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flaming Behemoth&lt;br /&gt;
|Desc = The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.&lt;br /&gt;
&lt;br /&gt;
HP: 10&lt;br /&gt;
&lt;br /&gt;
Str: +6, Def: +2, Agi: None, Int: +6&lt;br /&gt;
&lt;br /&gt;
The spirit has 3 attacks, which the caster can use at the end of their turn.&lt;br /&gt;
&lt;br /&gt;
Flame Breath:&lt;br /&gt;
The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.&lt;br /&gt;
&lt;br /&gt;
Flame Claws:&lt;br /&gt;
The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.&lt;br /&gt;
&lt;br /&gt;
Burning Blight:&lt;br /&gt;
The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.&lt;br /&gt;
&lt;br /&gt;
This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.&lt;br /&gt;
|Fail = The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.&lt;br /&gt;
|Succ = The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.&lt;br /&gt;
|RedLines = A loremaster must be present when trying to use this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Solarmancy&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smothering Dome&lt;br /&gt;
|Desc = The caster is covered in a small dome that absorbs blocked spells, growing deadlier in the process. The dome is compressed and shot out afterward.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage to the damage of the sun. At the start of the caster's next turn, the caster compresses the layer into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.&lt;br /&gt;
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.&lt;br /&gt;
|Succ = The dome will last for 2 rounds.&lt;br /&gt;
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smite&lt;br /&gt;
|Desc = Smite allows the caster to invoke an incantation when outdoors and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The attack covers a 3x3 area. All targets within the area receive 3D2 damage and become Blinded by the light for 1 round. If the target continues to wear superheated armor or clothing, they will experience burning.&lt;br /&gt;
|Fail = The caster becomes Blinded themselves for 1 round, and receive Burning.&lt;br /&gt;
|Succ = The spell does 3D2+1 damage instead, and the Blindness lasts for 2 rounds.&lt;br /&gt;
|RedLines = The enemy needs to be under the open sky for the attack to hit them. The attack can't ignite any material besides the worn materials of the enemy. This spell can only be cast during the daytime.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Strike&lt;br /&gt;
|Desc = The caster concentrates light within their palm; hitting an enemy unarmed will cause a flash of light.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The target takes 2D3 damage and is stunned until the end of the next round. Making them unable to move or take any actions or reactions.&lt;br /&gt;
|Fail = The caster takes 3 damage from sunburn.&lt;br /&gt;
|Succ = The stun lasts for an additional round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fiery Mirror&lt;br /&gt;
|Desc = The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the caster rolls a D2+1 to determine how many rounds the spell remains active.&lt;br /&gt;
&lt;br /&gt;
Whenever an attack targets the caster or the target ally, they roll a D6. On an even number, the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one.&lt;br /&gt;
&lt;br /&gt;
The damage goes through to the caster/ally on an odd number, but the damage is halved to a minimum of 1.&lt;br /&gt;
|Fail = The spell has no effect; it breaks apart, and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.&lt;br /&gt;
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ecliptic Blast&lt;br /&gt;
|Desc = The Solarmancer creates a tiny sun the size of their fist before overloading it with heat giving it an eclipse-like appearance and sending it forward in a blast of concentrated light that pierces through enemies.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = If successfully cast, the caster draws a 12-meter-long line from where they stand in any direction.&lt;br /&gt;
&lt;br /&gt;
Anyone within this line that fails to resist will take a d2+1 damage and is blinded for a d2 round.&lt;br /&gt;
&lt;br /&gt;
when casted to a target that is within melee range the caster will also push back their opponent for d3 meters.&lt;br /&gt;
|Fail = The tiny sun gets unstable glowing brighter, blinding the caster for 1 round and dealing a d2 damage.&lt;br /&gt;
|Succ = The tiny sun overflows with power shooting out not 1 but 2 blasts.&lt;br /&gt;
&lt;br /&gt;
The spell will cause 2D2+1 damage instead.&lt;br /&gt;
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.&lt;br /&gt;
&lt;br /&gt;
After using this spell the caster cannot attempt to cast it again for 3 rounds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Regulus Protection&lt;br /&gt;
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D5+5 to determine the HP of their summoned protection. If they are hit by an attack while protected, the attacker will be knocked back D10+5 meters, become Blinded and slowed by -4 meters for 2 rounds, and receive Burning.&lt;br /&gt;
&lt;br /&gt;
The spell lasts until its HP is gone or after 3 rounds.&lt;br /&gt;
|Fail = The spell malfunctions, knocking the caster D4+4 blocks away from their original position. They receive 2 damage, Blindness, and -4 meters movement for 1 round.&lt;br /&gt;
|Succ = The caster can roll D10 for the spell's HP value.&lt;br /&gt;
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sunlight Mirage&lt;br /&gt;
|Desc = The caster envelops themself into the sunlight as multiple images of themself appear through solar reflections. The caster can use this to confuse enemies or put up a fun display.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a mirage of themselves in the sunlight surrounding them and moving with them, changing intermittently so enemies cannot find the real one. During the day, they may make 2D2 mirages that are powered directly by Sol. During the night, they may make D2 mirages that are powered by sunlight from a tear. &lt;br /&gt;
&lt;br /&gt;
An attacker will have to roll a die with the number of mirages + 1 for the caster. If the caster has 4 mirages then the attacker rolls a D5 for the attack. To successfully hit the caster, the attacker needs to roll the highest number, after which the caster defends. If any other number is rolled, then a mirage is hit and will disappear.&lt;br /&gt;
&lt;br /&gt;
After 2 rounds, 1 mirage starts disappearing at the end of the caster's turn even if one or more mirages are already destroyed that round.&lt;br /&gt;
|Fail = The caster fails to control the sunlight, blinding themself in the process of enveloping themself in sunlight for their next turn.&lt;br /&gt;
|Succ = The sunlight sharpens and the maximum amount of mirages is conjured.&lt;br /&gt;
|RedLines = The spell has a 3-round cooldown. Mirages cannot attack. An attack cannot destroy two mirages at once. Area of effect attacks will always hit the caster. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spear of the Sun&lt;br /&gt;
|Desc = Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself. It lasts until dispelled and while the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The spear can attack 3 times and deals D2 damage with each hit using a strength roll. The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage and Blinding the target for D2+1 rounds if thrown this way using an Intelligence roll. When this happens, the spear disappears.&lt;br /&gt;
|Fail = The caster becomes blinded for D2 rounds as they cannot handle the sun's powers.&lt;br /&gt;
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.&lt;br /&gt;
|RedLines = Only one spear may be created by the caster at any time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rays of Ignos&lt;br /&gt;
|Desc = The caster conjures potent beams of light that track their targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Rays of light stream forth from the tear to illuminate 3 creatures of the caster's choosing. These creatures bathed in Ignos' light will take 2D2 damage for the spell's duration. If any of the creatures are wearing armor, it will become extremely hot, which increases the damage to 2D2+1 per round instead.&lt;br /&gt;
&lt;br /&gt;
This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = The spell fails, the light falls upon the caster, and they take D3 damage for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for an extra round.&lt;br /&gt;
|RedLines = The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solar Expulsion&lt;br /&gt;
|Desc = The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster charges its power and compresses it in a focal point, creating a sun within range. At the start of the caster's next round, the Sun explodes. This spell deals 8 damage to anyone within six meters and 4 damage + Burning to anyone further away from the sun on the battlefield (besides the caster). Everyone hit is Blinded, and receives -6 meters movement for 2 rounds.&lt;br /&gt;
|Fail = The caster becomes unconscious, receiving 3D2 damage and may lose a limb.&lt;br /&gt;
|Succ = The targets are blinded and slowed for 3 rounds instead of the original duration.&lt;br /&gt;
|RedLines = This spell decays structures within 30 meters as if they were molten.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once a week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Magmamancy&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Shield&lt;br /&gt;
|Desc = The casters summons a blazing shield from Ignos. It steams with heat, and bits of lava drip from its edges.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = Create a shield of fire that acts like a normal shield. This lasts until dispelled and as long as the caster remains within range of their tear. Blocking melee attacks will allow the caster to riposte with a fiery pulse via an intelligence roll, dealing 1 damage on success.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = The fiery pulse riposte now deals D2 damage.&lt;br /&gt;
|RedLines = You cannot give the shield to another player. This shield can also not be used in combination with a two-handed weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ring of Fire&lt;br /&gt;
|Desc = The caster creates a ring of fire around themselves or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a ring of fire, a circle with a diameter of 5 meters, impenetrable by any projectile except for the caster's. The caster deals +1 extra damage while inside of this ring. This ring of fire does damage when touched. It gives D3 damage every round they touch the ring and inflicts burning. The ring of fire lasts for D3+2 rounds.&lt;br /&gt;
|Fail = The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.&lt;br /&gt;
|Succ = The ring of fire is strengthened, lasting D3+4 rounds instead. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.&lt;br /&gt;
|RedLines = The fire ring can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.&lt;br /&gt;
&lt;br /&gt;
Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkened Skies&lt;br /&gt;
|Desc = The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target/follow enemies outside this range.&lt;br /&gt;
&lt;br /&gt;
This effect lasts for D3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = The effect stays for an additional D3 rounds.&lt;br /&gt;
|RedLines = Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Bolts&lt;br /&gt;
|Desc = A blazing fire emanates from the tear into Ignos as bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = When firing this spell, a successful roll, the caster rolls a 2D2 to see how many bolts appear. Each bolt deals 1 damage and adds 1 round of burning. If three or more bolts hit the same target, they take all damage from their active burning effect immediately. This ends the burning effect.&lt;br /&gt;
|Fail = The tear becomes unstable whilst casting this spell and collapses, requiring the caster to open a new tear before casting again. &lt;br /&gt;
|Succ = The bolts always make the target take immediate burn damage.&lt;br /&gt;
|RedLines = A maximum of 3 bolts can be shot at the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Molten Soil&lt;br /&gt;
|Desc = The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If successfully cast, the caster may choose a 5x5 area within range to melt down. All targets in this area that are not Pyromancers cannot move for D2+1 rounds. If they do so, they take 2 damage per two meters they move within the area. After escaping the area, characters will have their movement reduced by -3 meters for the following 2 rounds.&lt;br /&gt;
|Fail = The spell has no effect.&lt;br /&gt;
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.&lt;br /&gt;
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Scorching Panoply&lt;br /&gt;
|Desc = Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The casters' entire body is surrounded in a shielding flame that grants them +4 on defense rolls for D2+1 rounds.&lt;br /&gt;
|Fail = The caster's suit of armor made of the inferno is not that great. The armor explodes, dealing D2+1 damage to the caster.&lt;br /&gt;
|Succ = The cover the user created for themselves is practically perfect. It grants the caster +6 on defense rolls for 2 extra rounds.&lt;br /&gt;
|RedLines = This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield and cannot damage anything. The spell can be canceled out with any water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smouldering Rain&lt;br /&gt;
|Desc = You make it rain fiery ash for a short time.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster channels a ball of magma which shoots into the air and explodes into a 12 meter area. Everyone within the area takes 1 burn damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.&lt;br /&gt;
|Fail = The ball fire dissolves into the hand of the caster and deals D3+1 damage.&lt;br /&gt;
|Succ = The rain is more intense and deals D2 damage instead of 1 damage flat.&lt;br /&gt;
|RedLines = The caster is immune to the rain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Meteoric Barrage&lt;br /&gt;
|Desc = The caster creates a small volcano that erupts flaming rocks that fall in a flaming barrage on the battlefield.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = Create D7+5 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 4 flat damage per fireball, and will be pinned under the meteorite unable to move for 2 rounds.&lt;br /&gt;
|Fail = Instead half of the summoned fireballs, rounded up, will hit the caster for 1 damage each and the others disperse. The caster will be pinned for 2 rounds, and may lose a limb.&lt;br /&gt;
|Succ = The fireballs deal 5 flat damage.&lt;br /&gt;
|RedLines = A maximum of 2 fireballs may be directed at a single player.&lt;br /&gt;
&lt;br /&gt;
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once a week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Flaming Familiar&lt;br /&gt;
|Desc = The mage can create a small, flame-like spirit that follows them around.&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.&lt;br /&gt;
|RedLines = If the familiar is slain, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Brilliant Radiance (Solarmancy only)&lt;br /&gt;
|Desc = The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.&lt;br /&gt;
|RedLines = If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Running Hot (Magmamancy only)&lt;br /&gt;
|Desc = When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.&lt;br /&gt;
|RedLines = Once used, this ability has a cooldown of 3 rounds.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=4184</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=4184"/>
		<updated>2023-07-19T19:35:13Z</updated>

		<summary type="html">&lt;p&gt;H00ds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''&lt;br /&gt;
&lt;br /&gt;
''&amp;gt;&amp;gt; Please keep in mind that animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. &amp;lt;&amp;lt; &amp;lt;&amp;lt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Tiny&lt;br /&gt;
! Small&lt;br /&gt;
! Medium&lt;br /&gt;
! Large&lt;br /&gt;
! Huge&lt;br /&gt;
! Gargantuan&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 30 cm&lt;br /&gt;
| 30 - 120 cm&lt;br /&gt;
| 120 - 220 cm&lt;br /&gt;
| 220 - 600 cm&lt;br /&gt;
| 600 - 1200 cm&lt;br /&gt;
| &amp;gt; 1200 cm&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;quot; - 12&amp;quot;&lt;br /&gt;
| 12&amp;quot; - 3'1''&lt;br /&gt;
| 3'1&amp;quot; - 7'2&amp;quot;&lt;br /&gt;
| 7'2&amp;quot; - 19'8&amp;quot;&lt;br /&gt;
| 19'8&amp;quot; - 39'4&amp;quot;&lt;br /&gt;
| &amp;gt; 39'4&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Amphibic&lt;br /&gt;
|HeaderColor = #63997d&lt;br /&gt;
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.&lt;br /&gt;
|Fill = [[Giant Toad]] · [[Frogs]]* · [[Salamander]]*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aquatic&lt;br /&gt;
|HeaderColor = #6f7fa1&lt;br /&gt;
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. &lt;br /&gt;
|Fill = [[Common Fishes]]* · [[Giant Coral Crab]] · [[Hippocampus]] · [[Kraken]] · [[Sea Serpent]] · [[Squids]]*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Avian&lt;br /&gt;
|HeaderColor = #b3ad62&lt;br /&gt;
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.&lt;br /&gt;
|Fill = [[Bats]]* · [[Parrots]]* · [[Frost Phoenix]] · [[Fire Phoenix]]· [[Owl]]*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Constructed&lt;br /&gt;
|HeaderColor = #6a6b69&lt;br /&gt;
|Desc = Forged by fire and pure will, what drives these non-organic creatures are unknown. Some lay dormant, awakening after hundreds of years of slumbering, while others express themselves by other means.&lt;br /&gt;
|Fill = [[Animated Armor]] · [[Rip Wraith]] · [[Wind Golem]] · [[Stone Golem]] · [[Fire Golem]] · [[Water Golem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Draconomicon&lt;br /&gt;
|HeaderColor = #91443a&lt;br /&gt;
|Desc = The legendary magical creatures, known as dragons, come in various shapes and sizes. Most dragons reside in large caverns or on top of mountains. Yet some claim that there are dragons that live beneath the waves or live with the northern giants.&lt;br /&gt;
|Fill = [[Amphithere]] · [[Red Dragon]] · [[Copper Dragon]] · [[Green Dragon]] · [[Blue Dragon]] · [[White Dragon]] · [[Black Dragon]] · [[Lunar Dragon]] · [[Faerie Dragon]] · [[Pocket Dragon]] · [[Magma Drake]] · [[Quetzalcoatl]] · [[Dragon Turtle]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Elemental&lt;br /&gt;
|HeaderColor = #a14a84&lt;br /&gt;
|Desc = Elemental creatures, nicknamed Elementals, correspond to the four cardinal elements: Air, Ground, Water, and Fire. They are unlike voidal creatures, which may be seen as untold horrors to the mortal eye.&lt;br /&gt;
|Fill = There are currently no elemental creatures.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Fey&lt;br /&gt;
|HeaderColor = #856aa3&lt;br /&gt;
|Desc = Communed with nature, these beings thrive with little interaction nor concern for the outside world of humans, elves, etc. It is like they live in a realm of their own, rarely seen, unlike their more humanoid counterparts, such as the centaur.&lt;br /&gt;
|Fill = [[Dryads]] · [[Faun]] · [[Nymph]] · [[Pixie]] · [[Treant]] · [[Wisp]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Humanoid&lt;br /&gt;
|HeaderColor = #bd8b57&lt;br /&gt;
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.&lt;br /&gt;
|Fill = [[Trolls]] · [[Centaurs]] · [[Ettin]] · [[Giants]] · [[Gnomes]] · [[Gnoll]] · [[Harpy]] · [[Kobold]] · [[Minotaur]] · [[Ogres]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Magical&lt;br /&gt;
|HeaderColor = #5e3178&lt;br /&gt;
|Desc = Creatures of yore, mystical beings only read about. It is rare to see a magical creature, and some even consider it the greatest omen or blessing. Though be weary, not all of these creatures can be a good thing to encounter, and you may be lucky to escape intact.&lt;br /&gt;
|Fill = [[Cockatrice]] · [[Flying Carpet]] · [[Gargoyle]] · [[Genies]] · [[Gimeek]] · [[Great Stag]] · [[Hathor]] · [[Hippogryph]] · [[Naga]] · [[Pegasus]] · [[Seedlings]] · [[Siren]] · [[Unicorn]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Mammalian&lt;br /&gt;
|HeaderColor = #855a36&lt;br /&gt;
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.&lt;br /&gt;
|Fill = [[Black Bear]]* · [[Brown Bear]]* · [[Frost Bear]]* ·  [[Camel]]* · [[Cat]]* · [[Chicken]]* · [[Cow]]* · [[Donkey]]* · [[Elephant]]* · [[Elk]]* · [[Goat]]*· [[Hedgehog]]* · [[Horse]]* · [[Llama]]* · [[Pig]]* · [[Raccoon]]* · [[Skunk]]* · [[Wolf]]* · [[Rabbit]]*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Reptilian&lt;br /&gt;
|HeaderColor = #5b9457&lt;br /&gt;
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.&lt;br /&gt;
|Fill = [[Chameleon]]* · [[Snakes]]* · [[Wyvern]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Undead&lt;br /&gt;
|HeaderColor = #423c3f&lt;br /&gt;
|Desc = The rotting or the long gone, an undead creature is one of the scarier monsters of the underworld. Shapes and sizes vary, but most can resemble the spirit or structures of mortals long dead. They 'live' between planes, stuck in a waking cycle of perpetual torment.&lt;br /&gt;
|Fill = [[Banshee]] · [[Ghost]] · [[Ghoul]] · [[Skeleton]] · [[Spectre]] · [[Wight]] · [[Wraith]] · [[Zombie]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Vermin&lt;br /&gt;
|HeaderColor = #416655&lt;br /&gt;
|Desc = Though, not the most feared, vermins are some of the most hated among the races, simply for being a disease-riddled ankle-biter. Though rats are considered the poster child of vermins, they don't compare to the giant scorpions or spiders that run amok.&lt;br /&gt;
|Fill = [[Bee]]* · [[Giant Rat]] · [[Giant Spiders]] · [[Giant Scorpion]] · [[Rotworm]] · [[Scorpion]]* · [[Woolikata]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Voidal&lt;br /&gt;
|HeaderColor = #9e4956&lt;br /&gt;
|Desc = The supernatural, or rather the unnatural, creatures of the night. If there's anything that creates almost as much fear as the undead do, it's a voidal creature. Seeming to originate from the depths of the void, the fear lies in the fact that they could live hidden among us.&lt;br /&gt;
|Fill = [[Doppelganger]] · [[Erinyes]] · [[Haunted Tome]] · [[Imp]] · [[Incubus]] · [[Kyphret Vine]] · [[Moroi]] · [[Plague Birds]] · [[Plague Bringers]] · [[Succubus]] · [[Vampire Spawn]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=4183</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=4183"/>
		<updated>2023-07-19T19:23:39Z</updated>

		<summary type="html">&lt;p&gt;H00ds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''&lt;br /&gt;
&lt;br /&gt;
''&amp;gt;&amp;gt; Please keep in mind that animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. &amp;lt;&amp;lt; &amp;lt;&amp;lt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Tiny&lt;br /&gt;
! Small&lt;br /&gt;
! Medium&lt;br /&gt;
! Large&lt;br /&gt;
! Huge&lt;br /&gt;
! Gargantuan&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 30 cm&lt;br /&gt;
| 30 - 120 cm&lt;br /&gt;
| 120 - 220 cm&lt;br /&gt;
| 220 - 600 cm&lt;br /&gt;
| 600 - 1200 cm&lt;br /&gt;
| &amp;gt; 1200 cm&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;quot; - 12&amp;quot;&lt;br /&gt;
| 12&amp;quot; - 3'1''&lt;br /&gt;
| 3'1&amp;quot; - 7'2&amp;quot;&lt;br /&gt;
| 7'2&amp;quot; - 19'8&amp;quot;&lt;br /&gt;
| 19'8&amp;quot; - 39'4&amp;quot;&lt;br /&gt;
| &amp;gt; 39'4&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Amphibic&lt;br /&gt;
|HeaderColor = #63997d&lt;br /&gt;
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.&lt;br /&gt;
|Fill = [[Giant Toad]] · [[Frogs]]* · [[Salamander]]*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aquatic&lt;br /&gt;
|HeaderColor = #6f7fa1&lt;br /&gt;
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. &lt;br /&gt;
|Fill = [[Common Fishes]]* · [[Giant Coral Crab]] · [[Hippocampus]] · [[Kraken]] · [[Sea Serpent]] · [[Squids]]*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Avian&lt;br /&gt;
|HeaderColor = #b3ad62&lt;br /&gt;
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.&lt;br /&gt;
|Fill = [[Bats]]* · [[Parrots]]* · [[Frost Phoenix]] · [[Fire Phoenix]]· [[Owl]]* · [[Stymphalian Bird]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Constructed&lt;br /&gt;
|HeaderColor = #6a6b69&lt;br /&gt;
|Desc = Forged by fire and pure will, what drives these non-organic creatures are unknown. Some lay dormant, awakening after hundreds of years of slumbering, while others express themselves by other means.&lt;br /&gt;
|Fill = [[Animated Armor]] · [[Hoard Crawler]] · [[Rip Wraith]] · [[Sand Golem]] · [[Stone Golem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Draconomicon&lt;br /&gt;
|HeaderColor = #91443a&lt;br /&gt;
|Desc = The legendary magical creatures, known as dragons, come in various shapes and sizes. Most dragons reside in large caverns or on top of mountains. Yet some claim that there are dragons that live beneath the waves or live with the northern giants.&lt;br /&gt;
|Fill = [[Amphithere]] · [[Red Dragon]] · [[Copper Dragon]] · [[Green Dragon]] · [[Blue Dragon]] · [[White Dragon]] · [[Black Dragon]] · [[Lunar Dragon]] · [[Faerie Dragon]] · [[Pocket Dragon]] · [[Magma Drake]] · [[Quetzalcoatl]] · [[Dragon Turtle]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Elemental&lt;br /&gt;
|HeaderColor = #a14a84&lt;br /&gt;
|Desc = Elemental creatures, nicknamed Elementals, correspond to the four cardinal elements: Air, Ground, Water, and Fire. They are unlike voidal creatures, which may be seen as untold horrors to the mortal eye.&lt;br /&gt;
|Fill = There are currently no elemental creatures.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Fey&lt;br /&gt;
|HeaderColor = #856aa3&lt;br /&gt;
|Desc = Communed with nature, these beings thrive with little interaction nor concern for the outside world of humans, elves, etc. It is like they live in a realm of their own, rarely seen, unlike their more humanoid counterparts, such as the centaur.&lt;br /&gt;
|Fill = [[Dryads]] · [[Faun]] · [[Nymph]] · [[Pixie]] · [[Treant]] · [[Wisp]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Humanoid&lt;br /&gt;
|HeaderColor = #bd8b57&lt;br /&gt;
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.&lt;br /&gt;
|Fill = [[Cave Troll]] · [[Centaurs]] · [[Ettin]] · [[Giants]] · [[Gnomes]] · [[Gnoll]] · [[Harpy]] · [[Kobold]] · [[Minotaur]] · [[Mountain Troll]] · [[Ogres]] · [[Redcaps]] · [[River Troll]] · [[Satyr]] · [[Sea Hag]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Magical&lt;br /&gt;
|HeaderColor = #5e3178&lt;br /&gt;
|Desc = Creatures of yore, mystical beings only read about. It is rare to see a magical creature, and some even consider it the greatest omen or blessing. Though be weary, not all of these creatures can be a good thing to encounter, and you may be lucky to escape intact.&lt;br /&gt;
|Fill = [[Cockatrice]] · [[Flying Carpet]] · [[Gargoyle]] · [[Genies]] · [[Gimeek]] · [[Great Stag]] · [[Hathor]] · [[Hippogryph]] · [[Naga]] · [[Pegasus]] · [[Seedlings]] · [[Siren]] · [[Unicorn]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Mammalian&lt;br /&gt;
|HeaderColor = #855a36&lt;br /&gt;
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.&lt;br /&gt;
|Fill = [[Black Bear]]* · [[Brown Bear]]* · [[Frost Bear]]* ·  [[Camel]]* · [[Cat]]* · [[Chicken]]* · [[Cow]]* · [[Donkey]]* · [[Elephant]]* · [[Elk]]* · [[Goat]]*· [[Hedgehog]]* · [[Horse]]* · [[Llama]]* · [[Pig]]* · [[Raccoon]]* · [[Skunk]]* · [[Wolf]]* · [[Rabbit]]*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Reptilian&lt;br /&gt;
|HeaderColor = #5b9457&lt;br /&gt;
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.&lt;br /&gt;
|Fill = [[Chameleon]]* · [[Snakes]]* · [[Wyvern]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Undead&lt;br /&gt;
|HeaderColor = #423c3f&lt;br /&gt;
|Desc = The rotting or the long gone, an undead creature is one of the scarier monsters of the underworld. Shapes and sizes vary, but most can resemble the spirit or structures of mortals long dead. They 'live' between planes, stuck in a waking cycle of perpetual torment.&lt;br /&gt;
|Fill = [[Banshee]] · [[Ghost]] · [[Ghoul]] · [[Skeleton]] · [[Spectre]] · [[Wight]] · [[Wraith]] · [[Zombie]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Vermin&lt;br /&gt;
|HeaderColor = #416655&lt;br /&gt;
|Desc = Though not the most feared, vermins are some of the most hated among the races, simply for being a disease-riddled ankle-biter. Though rats are considered the poster child of vermins, they don't compare to the giant scorpions or spiders that run amok.&lt;br /&gt;
|Fill = [[Bee]]* · [[Giant Rat]] · [[Giant Spiders]] · [[Giant Scorpion]] · [[Rotworm]] · [[Scorpion]]* · [[Woolikata]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Voidal&lt;br /&gt;
|HeaderColor = #9e4956&lt;br /&gt;
|Desc = The supernatural, or rather the unnatural, creatures of the night. If there's anything that creates almost as much fear as the undead do, it's a voidal creature. Seeming to originate from the depths of the void, the fear lies in the fact that they could live hidden among us.&lt;br /&gt;
|Fill = [[Doppelganger]] · [[Erinyes]] · [[Haunted Tome]] · [[Imp]] · [[Incubus]] · [[Kyphret Vine]] · [[Moroi]] · [[Pox Quasit]] · [[Shadow Quasit]] · [[Plague Birds]] · [[Plague Bringers]] · [[Succubus]] · [[Vampire Spawn]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=4182</id>
		<title>Bestiary</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Bestiary&amp;diff=4182"/>
		<updated>2023-07-19T19:22:47Z</updated>

		<summary type="html">&lt;p&gt;H00ds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Beasts_Slim.jpeg|frameless|upright=2.60|center]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''The Bestiary summarizes most beasts and creatures in Eseron and the other realms. As such, some creatures may resemble the common beings of Eseron, while others may appear like horrors in the eyes of most races.''&lt;br /&gt;
&lt;br /&gt;
''&amp;gt;&amp;gt; Please keep in mind that animals marked with '''*''' are '''not''' considered valid lore references for whitelist applications. &amp;lt;&amp;lt; &amp;lt;&amp;lt;''&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
''There are many creatures in the land of Eden and beyond, and are thus categorized by the following sizes.''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin:auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Tiny&lt;br /&gt;
! Small&lt;br /&gt;
! Medium&lt;br /&gt;
! Large&lt;br /&gt;
! Huge&lt;br /&gt;
! Gargantuan&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 30 cm&lt;br /&gt;
| 30 - 120 cm&lt;br /&gt;
| 120 - 220 cm&lt;br /&gt;
| 220 - 600 cm&lt;br /&gt;
| 600 - 1200 cm&lt;br /&gt;
| &amp;gt; 1200 cm&lt;br /&gt;
|-&lt;br /&gt;
| 4&amp;quot; - 12&amp;quot;&lt;br /&gt;
| 12&amp;quot; - 3'1''&lt;br /&gt;
| 3'1&amp;quot; - 7'2&amp;quot;&lt;br /&gt;
| 7'2&amp;quot; - 19'8&amp;quot;&lt;br /&gt;
| 19'8&amp;quot; - 39'4&amp;quot;&lt;br /&gt;
| &amp;gt; 39'4&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Amphibic&lt;br /&gt;
|HeaderColor = #63997d&lt;br /&gt;
|Desc = Bound by land nor sea, these creatures can travel across both realms of terrain on Eseron. Amphibians can breathe air and water, though they spend most of their young life developing in water.&lt;br /&gt;
|Fill = [[Giant Toad]] · [[Frogs]]* · [[Salamander]]*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Aquatic&lt;br /&gt;
|HeaderColor = #6f7fa1&lt;br /&gt;
|Desc = Creatures of the seas, a final frontier in the depths of the ocean blue, lie dormant until disturbed. Some reside closer to the shores of mere mortals, while some wait for a passing ship to sail into their trap. &lt;br /&gt;
|Fill = [[Common Fishes]]* · [[Giant Coral Crab]] · [[Hippocampus]] · [[Kraken]] · [[Sea Serpent]] · [[Squids]]*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Avian&lt;br /&gt;
|HeaderColor = #b3ad62&lt;br /&gt;
|Desc = Limited by the sky, these feathered friends (or fiends) can take off at a mere moment's notice. Hunters, or possible companions, an avian is equipped with the tools to survive among the sky and the land.&lt;br /&gt;
|Fill = [[Bats]]* · [[Parrots]]* · [[Frost Phoenix]] · [[Fire Phoenix]]· [[Owl]]* · [[Stymphalian Bird]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Constructed&lt;br /&gt;
|HeaderColor = #6a6b69&lt;br /&gt;
|Desc = Forged by fire and pure will, what drives these non-organic creatures are unknown. Some lay dormant, awakening after hundreds of years of slumbering, while others express themselves by other means.&lt;br /&gt;
|Fill = [[Animated Armor]] · [[Hoard Crawler]] · [[Rip Wraith]] · [[Sand Golem]] · [[Stone Golem]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Draconomicon&lt;br /&gt;
|HeaderColor = #91443a&lt;br /&gt;
|Desc = The legendary magical creatures, known as dragons, come in various shapes and sizes. Most dragons reside in large caverns or on top of mountains. Yet some claim that there are dragons that live beneath the waves or live with the northern giants.&lt;br /&gt;
|Fill = [[Amphithere]] · [[Red Dragon]] · [[Copper Dragon]] · [[Green Dragon]] · [[Blue Dragon]] · [[White Dragon]] · [[Black Dragon]] · [[Lunar Dragon]] · [[Faerie Dragon]] · [[Pocket Dragon]] · [[Magma Drake]] · [[Quetzalcoatl]] · [[Dragon Turtle]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Elemental&lt;br /&gt;
|HeaderColor = #a14a84&lt;br /&gt;
|Desc = Elemental creatures, nicknamed Elementals, correspond to the four cardinal elements: Air, Ground, Water, and Fire. They are unlike voidal creatures, which may be seen as untold horrors to the mortal eye.&lt;br /&gt;
|Fill = There are currently no elemental creatures.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Fey&lt;br /&gt;
|HeaderColor = #856aa3&lt;br /&gt;
|Desc = Communed with nature, these beings thrive with little interaction nor concern for the outside world of humans, elves, etc. It is like they live in a realm of their own, rarely seen, unlike their more humanoid counterparts, such as the centaur.&lt;br /&gt;
|Fill = [[Dryads]] · [[Faun]] · [[Nymph]] · [[Pixie]] · [[Treant]] · [[Wisp]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Humanoid&lt;br /&gt;
|HeaderColor = #bd8b57&lt;br /&gt;
|Desc = Humanoid creatures are such that they resemble the main races in their shape. Though some may have more than four appendages, there may be little to differentiate them from humans or elves, though some may resemble the shape of denur or that of orcs and goblins.&lt;br /&gt;
|Fill = [[Cave Troll]] · [[Centaur]] · [[Ettin]] · [[Giants]] · [[Gnomes]] · [[Gnoll]] · [[Harpy]] · [[Kobold]] · [[Minotaurs]] · [[Mountain Troll]] · [[Ogres]] · [[Redcaps]] · [[River Troll]] · [[Satyr]] · [[Sea Hag]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Magical&lt;br /&gt;
|HeaderColor = #5e3178&lt;br /&gt;
|Desc = Creatures of yore, mystical beings only read about. It is rare to see a magical creature, and some even consider it the greatest omen or blessing. Though be weary, not all of these creatures can be a good thing to encounter, and you may be lucky to escape intact.&lt;br /&gt;
|Fill = [[Cockatrice]] · [[Flying Carpet]] · [[Gargoyle]] · [[Genies]] · [[Gimeek]] · [[Great Stag]] · [[Hathor]] · [[Hippogryph]] · [[Naga]] · [[Pegasus]] · [[Seedlings]] · [[Siren]] · [[Unicorn]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Mammalian&lt;br /&gt;
|HeaderColor = #855a36&lt;br /&gt;
|Desc = The common creatures, most of which reside in our farms, are mostly peaceful beings that can be found grazing on the plentiful grasses of Eseron. Though these are the prey of mammals and unknown to some, their days are short as wolves and bears hunt them.&lt;br /&gt;
|Fill = [[Black Bear]]* · [[Brown Bear]]* · [[Frost Bear]]* ·  [[Camel]]* · [[Cat]]* · [[Chicken]]* · [[Cow]]* · [[Donkey]]* · [[Elephant]]* · [[Elk]]* · [[Goat]]*· [[Hedgehog]]* · [[Horse]]* · [[Llama]]* · [[Pig]]* · [[Raccoon]]* · [[Skunk]]* · [[Wolf]]* · [[Rabbit]]*&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Reptilian&lt;br /&gt;
|HeaderColor = #5b9457&lt;br /&gt;
|Desc = The scaled, often slithering, type of creature. These beings are normally cold-blooded, requiring hours of basking in the sun. Loved by some, though feared by most, being charmed by these creatures is an acquired taste.&lt;br /&gt;
|Fill = [[Chameleon]]* · [[Snakes]]* · [[Wyvern]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Undead&lt;br /&gt;
|HeaderColor = #423c3f&lt;br /&gt;
|Desc = The rotting or the long gone, an undead creature is one of the scarier monsters of the underworld. Shapes and sizes vary, but most can resemble the spirit or structures of mortals long dead. They 'live' between planes, stuck in a waking cycle of perpetual torment.&lt;br /&gt;
|Fill = [[Banshee]] · [[Ghost]] · [[Ghoul]] · [[Skeleton]] · [[Spectre]] · [[Wight]] · [[Wraith]] · [[Zombie]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Vermin&lt;br /&gt;
|HeaderColor = #416655&lt;br /&gt;
|Desc = Though not the most feared, vermins are some of the most hated among the races, simply for being a disease-riddled ankle-biter. Though rats are considered the poster child of vermins, they don't compare to the giant scorpions or spiders that run amok.&lt;br /&gt;
|Fill = [[Bee]]* · [[Giant Rat]] · [[Giant Spiders]] · [[Giant Scorpion]] · [[Rotworm]] · [[Scorpion]]* · [[Woolikata]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Navtable Bestiary&lt;br /&gt;
|Name = Voidal&lt;br /&gt;
|HeaderColor = #9e4956&lt;br /&gt;
|Desc = The supernatural, or rather the unnatural, creatures of the night. If there's anything that creates almost as much fear as the undead do, it's a voidal creature. Seeming to originate from the depths of the void, the fear lies in the fact that they could live hidden among us.&lt;br /&gt;
|Fill = [[Doppelganger]] · [[Erinyes]] · [[Haunted Tome]] · [[Imp]] · [[Incubus]] · [[Kyphret Vine]] · [[Moroi]] · [[Pox Quasit]] · [[Shadow Quasit]] · [[Plague Birds]] · [[Plague Bringers]] · [[Succubus]] · [[Vampire Spawn]]&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&amp;diff=4174</id>
		<title>Pyromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&amp;diff=4174"/>
		<updated>2023-07-16T14:08:38Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{MagicType&lt;br /&gt;
| Name = Pyromancy&lt;br /&gt;
| Image = PyromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Ignos, the realm of Fire&lt;br /&gt;
| Cast = Catalyst - Sphalerite Gem&lt;br /&gt;
| Paths = Solarmancy '''·''' Magmamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mages of fire are of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues, making fire magic more widespread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Fire has been there for as long as people can remember to cook meat, warm themselves up, and other useful facts. But around the year 200, someone took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world and making it a few degrees hotter. Once this primordial had brought their fire, they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and even to color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos and let someone, or something, stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as a tradition by teachers to teach their students.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions for your good. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear, and other emotions fade away. Your mind starts to understand the runes of old, created by the first mage of fire to teach. Only once one's mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks, or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Pyromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Ignos Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Solarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Solar Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Solarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Solaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Magmamancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Magmic explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Magmamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Magmaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks, and they will heal, though this damage does kill while following all rules. This is just so that one's appearance doesn't change without consent. If discussed with the recipient of the flames and they want to have the marks, you can make an exception, but only then. Fire from Ignos does '''NOT''' spread to flammable objects and can not cause large spreading fires such as forest fires.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ignis Enlightenment&lt;br /&gt;
|Desc = The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = This spell lights up the metal or flame item, illuminating the surrounding area.&lt;br /&gt;
&lt;br /&gt;
If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.&lt;br /&gt;
&lt;br /&gt;
In addition, a successful strike with this object inflicts the burning effect for D2 rounds.&lt;br /&gt;
|Fail = The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.&lt;br /&gt;
|Succ = The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.&lt;br /&gt;
|RedLines = The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Tempo&lt;br /&gt;
|Desc = The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.&lt;br /&gt;
|Fail = The flames become too hot for the caster to deal with, and they take D2 damage.&lt;br /&gt;
|Succ = The spell's duration lasts for D3+2 rounds.&lt;br /&gt;
|RedLines = The spell is ineffective if the caster is bound.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flame Arrow&lt;br /&gt;
|Desc = The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters or Bow range if used.&lt;br /&gt;
|Damage = If the arrow is shot on its own, it deals 2 damage.&lt;br /&gt;
If the arrow is shot with a bow, it deals D3 damage.&lt;br /&gt;
If the arrow is shot with a crossbow, it applies Burning.&lt;br /&gt;
|Fail = The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.&lt;br /&gt;
|Succ = Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.&lt;br /&gt;
|RedLines = Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pyrotic Pulse&lt;br /&gt;
|Desc = The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.&lt;br /&gt;
|Fail = The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.&lt;br /&gt;
|Succ = The combustion is more powerful than expected and deals D5+7 meters of knockback.&lt;br /&gt;
|RedLines = This spell does not work on large constructs and cannot blow up the terrain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Arsenal&lt;br /&gt;
|Desc = The caster manipulates fire to take the form of a weapon composed of flame.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon can be of any known and common design so long as it is one solid piece.&lt;br /&gt;
&lt;br /&gt;
This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.&lt;br /&gt;
|Fail = The weapon fails to summon.&lt;br /&gt;
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.&lt;br /&gt;
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Breath of the Dragon&lt;br /&gt;
|Desc = The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.&lt;br /&gt;
&lt;br /&gt;
Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning. &lt;br /&gt;
&lt;br /&gt;
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.&lt;br /&gt;
|Fail = The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.&lt;br /&gt;
|Succ = Roll a D3 to determine damage instead of a D2.&lt;br /&gt;
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fireball&lt;br /&gt;
|Desc = Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.&lt;br /&gt;
&lt;br /&gt;
If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.&lt;br /&gt;
|Fail = The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.&lt;br /&gt;
|Succ = The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.&lt;br /&gt;
|RedLines = The spell can damage objects but requires a loremaster's supervision.&lt;br /&gt;
Always round off the damage if the number is uneven.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rejuvenating flames&lt;br /&gt;
|Desc = You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.&lt;br /&gt;
&lt;br /&gt;
This shroud lasts for D2 rounds.&lt;br /&gt;
|Fail = The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.&lt;br /&gt;
|Succ = The effect lasts for 1 additional round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of Flame&lt;br /&gt;
|Desc = The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast. 1 meter when used for combat.&lt;br /&gt;
|Damage = An extension of the caster's choosing is created which stays for 3 rounds. &lt;br /&gt;
The caster can choose to use the extension for two purposes:&lt;br /&gt;
&lt;br /&gt;
The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect. &lt;br /&gt;
&lt;br /&gt;
The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early. &lt;br /&gt;
|Fail = The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.&lt;br /&gt;
|Succ = The fire control is extremely potent and the spell lasts for 5 rounds instead.&lt;br /&gt;
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ember Trap&lt;br /&gt;
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.&lt;br /&gt;
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.&lt;br /&gt;
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds.  &lt;br /&gt;
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Flame&lt;br /&gt;
|Desc = You draw from the power of Ignos to create a flaming barrier.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds. &lt;br /&gt;
&lt;br /&gt;
If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.&lt;br /&gt;
|Fail = The wall is insatiable and falls on the caster, dealing D3 damage.&lt;br /&gt;
|Succ = The wall flares up, dealing D2+1 and burning.&lt;br /&gt;
|RedLines = This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit Phoenix&lt;br /&gt;
|Desc = The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.&lt;br /&gt;
&lt;br /&gt;
During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.&lt;br /&gt;
|Fail = The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.&lt;br /&gt;
|Succ = The spell's duration increases by 2 rounds.&lt;br /&gt;
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fiery Cyclone&lt;br /&gt;
|Desc = Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.&lt;br /&gt;
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.&lt;br /&gt;
|Succ = The cyclone's movement becomes 8 meters.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flaming Behemoth&lt;br /&gt;
|Desc = The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.&lt;br /&gt;
&lt;br /&gt;
HP: 10&lt;br /&gt;
&lt;br /&gt;
Str: +6, Def: +2, Agi: None, Int: +6&lt;br /&gt;
&lt;br /&gt;
The spirit has 3 attacks, which the caster can use at the end of their turn.&lt;br /&gt;
&lt;br /&gt;
Flame Breath:&lt;br /&gt;
The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.&lt;br /&gt;
&lt;br /&gt;
Flame Claws:&lt;br /&gt;
The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.&lt;br /&gt;
&lt;br /&gt;
Burning Blight:&lt;br /&gt;
The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.&lt;br /&gt;
&lt;br /&gt;
This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.&lt;br /&gt;
|Fail = The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.&lt;br /&gt;
|Succ = The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.&lt;br /&gt;
|RedLines = A loremaster must be present when trying to use this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Solarmancy&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smothering Dome&lt;br /&gt;
|Desc = The caster is covered in a small dome that absorbs blocked spells, growing deadlier in the process. The dome is compressed and shot out afterward.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage to the damage of the sun. At the start of the caster's next turn, the caster compresses the layer into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.&lt;br /&gt;
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.&lt;br /&gt;
|Succ = The dome will last for 2 rounds.&lt;br /&gt;
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smite&lt;br /&gt;
|Desc = Smite allows the caster to invoke an incantation when outdoors and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The attack covers a 3x3 area. All targets within the area receive 3D2 damage and become Blinded by the light for 1 round. If the target continues to wear superheated armor or clothing, they will experience burning.&lt;br /&gt;
|Fail = The caster becomes Blinded themselves for 1 round, and receive Burning.&lt;br /&gt;
|Succ = The spell does 3D2+1 damage instead, and the Blindness lasts for 2 rounds.&lt;br /&gt;
|RedLines = The enemy needs to be under the open sky for the attack to hit them. The attack can't ignite any material besides the worn materials of the enemy. This spell can only be cast during the daytime.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Strike&lt;br /&gt;
|Desc = The caster concentrates light within their palm; hitting an enemy unarmed will cause a flash of light.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The target takes 2D3 damage and is stunned until the end of the next round. Making them unable to move or take any actions or reactions.&lt;br /&gt;
|Fail = The caster takes 3 damage from sunburn.&lt;br /&gt;
|Succ = The stun lasts for an additional round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fiery Mirror&lt;br /&gt;
|Desc = The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the caster rolls a D2+1 to determine how many rounds the spell remains active.&lt;br /&gt;
&lt;br /&gt;
Whenever an attack targets the caster or the target ally, they roll a D6. On an even number, the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one.&lt;br /&gt;
&lt;br /&gt;
The damage goes through to the caster/ally on an odd number, but the damage is halved to a minimum of 1.&lt;br /&gt;
|Fail = The spell has no effect; it breaks apart, and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.&lt;br /&gt;
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ecliptic Blast&lt;br /&gt;
|Desc = The Solarmancer creates a tiny sun the size of their fist before overloading it with heat giving it an eclipse-like appearance and sending it forward in a blast of concentrated light that pierces through enemies.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = If successfully cast, the caster draws a 12-meter-long line from where they stand in any direction.&lt;br /&gt;
&lt;br /&gt;
Anyone within this line that fails to resist will take a d2+1 damage and is blinded for a d2 round.&lt;br /&gt;
&lt;br /&gt;
when casted to a target that is within melee range the caster will also push back their opponent for d3 meters.&lt;br /&gt;
|Fail = The tiny sun gets unstable glowing brighter, blinding the caster for 1 round and dealing a d2 damage.&lt;br /&gt;
|Succ = The tiny sun overflows with power shooting out not 1 but 2 blasts.&lt;br /&gt;
&lt;br /&gt;
The spell will cause 2D2+1 damage instead.&lt;br /&gt;
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.&lt;br /&gt;
&lt;br /&gt;
After using this spell the caster cannot attempt to cast it again for 3 rounds.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Regulus Protection&lt;br /&gt;
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D5+5 to determine the HP of their summoned protection. If they are hit by an attack while protected, the attacker will be knocked back D10+5 meters, become Blinded and slowed by -4 meters for 2 rounds, and receive Burning.&lt;br /&gt;
&lt;br /&gt;
The spell lasts until its HP is gone or after 3 rounds.&lt;br /&gt;
|Fail = The spell malfunctions, knocking the caster D4+4 blocks away from their original position. They receive 2 damage, Blindness, and -4 meters movement for 1 round.&lt;br /&gt;
|Succ = The caster can roll D10 for the spell's HP value.&lt;br /&gt;
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sunlight Mirage&lt;br /&gt;
|Desc = The caster envelops themself into the sunlight as multiple images of themself appear through solar reflections. The caster can use this to confuse enemies or put up a fun display.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a mirage of themselves in the sunlight surrounding them and moving with them, changing intermittently so enemies cannot find the real one. During the day, they may make 2D2 mirages that are powered directly by Sol. During the night, they may make D2 mirages that are powered by sunlight from a tear. &lt;br /&gt;
&lt;br /&gt;
An attacker will have to roll a die with the number of mirages + 1 for the caster. If the caster has 4 mirages then the attacker rolls a D5 for the attack. To successfully hit the caster, the attacker needs to roll the highest number, after which the caster defends. If any other number is rolled, then a mirage is hit and will disappear.&lt;br /&gt;
&lt;br /&gt;
After 2 rounds, 1 mirage starts disappearing at the end of the caster's turn even if one or more mirages are already destroyed that round.&lt;br /&gt;
|Fail = The caster fails to control the sunlight, blinding themself in the process of enveloping themself in sunlight for their next turn.&lt;br /&gt;
|Succ = The sunlight sharpens and the maximum amount of mirages is conjured.&lt;br /&gt;
|RedLines = The spell has a 3-round cooldown. Mirages cannot attack. An attack cannot destroy two mirages at once. Area of effect attacks will always hit the caster. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spear of the Sun&lt;br /&gt;
|Desc = Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself. It lasts until dispelled and while the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The spear can attack 3 times and deals D2 damage with each hit using a strength roll. The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage and Blinding the target for D2+1 rounds if thrown this way using an Intelligence roll. When this happens, the spear disappears.&lt;br /&gt;
|Fail = The caster becomes blinded for D2 rounds as they cannot handle the sun's powers.&lt;br /&gt;
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.&lt;br /&gt;
|RedLines = Only one spear may be created by the caster at any time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rays of Ignos&lt;br /&gt;
|Desc = The caster conjures potent beams of light that track their targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Rays of light stream forth from the tear to illuminate 3 creatures of the caster's choosing. These creatures bathed in Ignos' light will take 2D2 damage for the spell's duration. If any of the creatures are wearing armor, it will become extremely hot, which increases the damage to 2D2+1 per round instead.&lt;br /&gt;
&lt;br /&gt;
This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = The spell fails, the light falls upon the caster, and they take D3 damage for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for an extra round.&lt;br /&gt;
|RedLines = The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solar Expulsion&lt;br /&gt;
|Desc = The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster charges its power and compresses it in a focal point, creating a sun within range. At the start of the caster's next round, the Sun explodes. This spell deals 8 damage to anyone within six meters and 4 damage + Burning to anyone further away from the sun on the battlefield (besides the caster). Everyone hit is Blinded, and receives -6 meters movement for 2 rounds.&lt;br /&gt;
|Fail = The caster becomes unconscious, receiving 3D2 damage and may lose a limb.&lt;br /&gt;
|Succ = The targets are blinded and slowed for 3 rounds instead of the original duration.&lt;br /&gt;
|RedLines = This spell decays structures within 30 meters as if they were molten.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once a week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Magmamancy&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Shield&lt;br /&gt;
|Desc = The casters summons a blazing shield from Ignos. It steams with heat, and bits of lava drip from its edges.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = Create a shield of fire that acts like a normal shield. This lasts until dispelled and as long as the caster remains within range of their tear. Blocking melee attacks will allow the caster to riposte with a fiery pulse via an intelligence roll, dealing 1 damage on success.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = The fiery pulse riposte now deals D2 damage.&lt;br /&gt;
|RedLines = You cannot give the shield to another player. This shield can also not be used in combination with a two-handed weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ring of Fire&lt;br /&gt;
|Desc = The caster creates a ring of fire around themselves or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a ring of fire, a circle with a diameter of 5 meters, impenetrable by any projectile except for the caster's. The caster deals +1 extra damage while inside of this ring. This ring of fire does damage when touched. It gives D3 damage every round they touch the ring and inflicts burning. The ring of fire lasts for D3+2 rounds.&lt;br /&gt;
|Fail = The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.&lt;br /&gt;
|Succ = The ring of fire is strengthened, lasting D3+4 rounds instead. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.&lt;br /&gt;
|RedLines = The fire ring can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.&lt;br /&gt;
&lt;br /&gt;
Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkened Skies&lt;br /&gt;
|Desc = The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target/follow enemies outside this range.&lt;br /&gt;
&lt;br /&gt;
This effect lasts for D3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = The effect stays for an additional D3 rounds.&lt;br /&gt;
|RedLines = Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Bolts&lt;br /&gt;
|Desc = A blazing fire emanates from the tear into Ignos as bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = When firing this spell, a successful roll, the caster rolls a 2D2 to see how many bolts appear. Each bolt deals 1 damage and adds 1 round of burning. If three or more bolts hit the same target, they take all damage from their active burning effect immediately. This ends the burning effect.&lt;br /&gt;
|Fail = The tear becomes unstable whilst casting this spell and collapses, requiring the caster to open a new tear before casting again. &lt;br /&gt;
|Succ = The bolts always make the target take immediate burn damage.&lt;br /&gt;
|RedLines = A maximum of 3 bolts can be shot at the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Molten Soil&lt;br /&gt;
|Desc = The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If successfully cast, the caster may choose a 5x5 area within range to melt down. All targets in this area that are not Pyromancers cannot move for D2+1 rounds. If they do so, they take 2 damage per two meters they move within the area. After escaping the area, characters will have their movement reduced by -3 meters for the following 2 rounds.&lt;br /&gt;
|Fail = The spell has no effect.&lt;br /&gt;
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.&lt;br /&gt;
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Scorching Panoply&lt;br /&gt;
|Desc = Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The casters' entire body is surrounded in a shielding flame that grants them +4 on defense rolls for D2+1 rounds.&lt;br /&gt;
|Fail = The caster's suit of armor made of the inferno is not that great. The armor explodes, dealing D2+1 damage to the caster.&lt;br /&gt;
|Succ = The cover the user created for themselves is practically perfect. It grants the caster +6 on defense rolls for 2 extra rounds.&lt;br /&gt;
|RedLines = This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield and cannot damage anything. The spell can be canceled out with any water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smouldering Rain&lt;br /&gt;
|Desc = You make it rain fiery ash for a short time.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster channels a ball of magma which shoots into the air and explodes into a 12 meter area. Everyone within the area takes 1 burn damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.&lt;br /&gt;
|Fail = The ball fire dissolves into the hand of the caster and deals D3+1 damage.&lt;br /&gt;
|Succ = The rain is more intense and deals D2 damage instead of 1 damage flat.&lt;br /&gt;
|RedLines = The caster is immune to the rain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Meteoric Barrage&lt;br /&gt;
|Desc = The caster creates a small volcano that erupts flaming rocks that fall in a flaming barrage on the battlefield.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = Create D7+5 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 4 flat damage per fireball, and will be pinned under the meteorite unable to move for 2 rounds.&lt;br /&gt;
|Fail = Instead half of the summoned fireballs, rounded up, will hit the caster for 1 damage each and the others disperse. The caster will be pinned for 2 rounds, and may lose a limb.&lt;br /&gt;
|Succ = The fireballs deal 5 flat damage.&lt;br /&gt;
|RedLines = A maximum of 2 fireballs may be directed at a single player.&lt;br /&gt;
&lt;br /&gt;
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once a week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Flaming Familiar&lt;br /&gt;
|Desc = The mage can create a small, flame-like spirit that follows them around.&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.&lt;br /&gt;
|RedLines = If the familiar is slain, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Brilliant Radiance (Solarmancy only)&lt;br /&gt;
|Desc = The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.&lt;br /&gt;
|RedLines = If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Running Hot (Magmamancy only)&lt;br /&gt;
|Desc = When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.&lt;br /&gt;
|RedLines = Once used, this ability has a cooldown of 3 rounds.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=4173</id>
		<title>Necromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=4173"/>
		<updated>2023-07-16T13:53:54Z</updated>

		<summary type="html">&lt;p&gt;H00ds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Necromancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Soul Gem&lt;br /&gt;
| Paths = Soul-Destined '''·''' Death-Destined&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. &lt;br /&gt;
&lt;br /&gt;
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. &lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to study magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Necromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Wizard&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Master Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Arch Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Soul-Destined ===&lt;br /&gt;
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Raiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Awakener&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Materialiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Summoner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Enchanter&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Death-Destined ===&lt;br /&gt;
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Executioner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Assassin&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Reaper&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Lesser-Lich&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl5 - Lich&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. &lt;br /&gt;
&lt;br /&gt;
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Consumption&lt;br /&gt;
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.&lt;br /&gt;
&lt;br /&gt;
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.&lt;br /&gt;
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.&lt;br /&gt;
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.&lt;br /&gt;
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blight&lt;br /&gt;
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Any entity inside the spell's range will suffer a life drain of D3 on the caster's turns (including the casting turn) for 1 round. The necromancer may target 1 player to be trapped if they are within the spell's range when cast. They will need to roll a D20 on their turn to escape if they are trapped. If they succeed in rolling a 11+, they may escape.&lt;br /&gt;
|Fail = The Necromancer will end up harming themselves by experiencing an energy drain, causing their next casting roll to be modified with -1.&lt;br /&gt;
|Succ = The spell's damage becomes 2d2.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancers can cleanse the blighted area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone of Battle&lt;br /&gt;
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.&lt;br /&gt;
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.&lt;br /&gt;
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.&lt;br /&gt;
|RedLines = Only one bone can be active by the caster at all times. &lt;br /&gt;
The same action cannot be used twice in a row. &lt;br /&gt;
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lesser Reanimation&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.&lt;br /&gt;
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.&lt;br /&gt;
|Succ = The animal heals possible injuries it sustained during its life.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Skeletal Grasp&lt;br /&gt;
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.&lt;br /&gt;
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.&lt;br /&gt;
|Succ = The claws are sharper, dealing D2 damage to targets in the area.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Death&lt;br /&gt;
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.&lt;br /&gt;
&lt;br /&gt;
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.&lt;br /&gt;
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.&lt;br /&gt;
|Succ = The wall stays for D4+2 rounds.&lt;br /&gt;
|RedLines = Only one wall may be active at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rotting Injection&lt;br /&gt;
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.&lt;br /&gt;
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.&lt;br /&gt;
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.&lt;br /&gt;
|RedLines = –&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Weapon&lt;br /&gt;
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.&lt;br /&gt;
&lt;br /&gt;
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.&lt;br /&gt;
|Succ = The weapon always inflicts the -3 affliction.&lt;br /&gt;
|RedLines = Someone may not dual wield a soul weapon and a real weapon.&lt;br /&gt;
&lt;br /&gt;
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reanimate Dead&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.&lt;br /&gt;
&lt;br /&gt;
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
Str 0&lt;br /&gt;
Def - None&lt;br /&gt;
Agi - None&lt;br /&gt;
Int - None&lt;br /&gt;
&lt;br /&gt;
HP: 1 per undead in the horde&lt;br /&gt;
&lt;br /&gt;
Movement: 4 meters&lt;br /&gt;
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.&lt;br /&gt;
|Succ = The body looks slightly more lifelike and less like an undead.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.&lt;br /&gt;
&lt;br /&gt;
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.&lt;br /&gt;
&lt;br /&gt;
Each horde can only have a max of 8 undead.&lt;br /&gt;
&lt;br /&gt;
This can potentially revive permanently killed characters, if the caster is able to find and use the corpse / head of the desired character. To retrieve a head, a Lore Master must be present.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Coil&lt;br /&gt;
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. &lt;br /&gt;
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. &lt;br /&gt;
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.&lt;br /&gt;
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Breath of Life&lt;br /&gt;
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:&lt;br /&gt;
&lt;br /&gt;
Strength +1&lt;br /&gt;
Defense +2&lt;br /&gt;
Agility -2&lt;br /&gt;
Intelligence +1&lt;br /&gt;
HP 7&lt;br /&gt;
&lt;br /&gt;
The gargoyle does unarmed attacks that deal 1 damage per successful attack.&lt;br /&gt;
&lt;br /&gt;
If the gargoyle possesses a nearby statue, its HP raises to 15.&lt;br /&gt;
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.&lt;br /&gt;
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reaped Grounds&lt;br /&gt;
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.&lt;br /&gt;
&lt;br /&gt;
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.&lt;br /&gt;
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.&lt;br /&gt;
|Succ = The reaped grounds stay for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell requires 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.&lt;br /&gt;
&lt;br /&gt;
A Loremaster must be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Soul Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Arise&lt;br /&gt;
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 2 meter&lt;br /&gt;
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.&lt;br /&gt;
&lt;br /&gt;
This creature will act after the caster's next turn with the following stats:&lt;br /&gt;
&lt;br /&gt;
Str +1&lt;br /&gt;
Def -2&lt;br /&gt;
Agi +0&lt;br /&gt;
Int - unusable.&lt;br /&gt;
&lt;br /&gt;
HP: 3&lt;br /&gt;
|Fail = The caster loses control over the creature, and it starts attacking the caster.&lt;br /&gt;
|Succ = The creature is slightly sturdier and has 5HP.&lt;br /&gt;
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Chain&lt;br /&gt;
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. The caster deals an extra +1 damage to this target.&lt;br /&gt;
&lt;br /&gt;
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.&lt;br /&gt;
|Fail = The chain fails to manifest at all.&lt;br /&gt;
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.&lt;br /&gt;
|RedLines = Only one target may be chained at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Steed&lt;br /&gt;
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.&lt;br /&gt;
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.&lt;br /&gt;
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.&lt;br /&gt;
|RedLines = This spell costs 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
The steed can be targeted as any normal mount could.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Banshee's Calling&lt;br /&gt;
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.&lt;br /&gt;
&lt;br /&gt;
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.&lt;br /&gt;
&lt;br /&gt;
The Banshee has 6 HP&lt;br /&gt;
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The banshee stays for the maximum amount of time.&lt;br /&gt;
|RedLines = Only 1 banshee can be spawned per necromancer at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Expulsion&lt;br /&gt;
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.&lt;br /&gt;
&lt;br /&gt;
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.&lt;br /&gt;
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.&lt;br /&gt;
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.&lt;br /&gt;
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = The Rotting Dance&lt;br /&gt;
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.&lt;br /&gt;
|Fail = Half of the creatures are summoned instead.&lt;br /&gt;
|Succ = The spell summons the max amount.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Presence&lt;br /&gt;
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds.  &lt;br /&gt;
&lt;br /&gt;
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.&lt;br /&gt;
&lt;br /&gt;
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.&lt;br /&gt;
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of the Undead&lt;br /&gt;
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.&lt;br /&gt;
&lt;br /&gt;
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.&lt;br /&gt;
&lt;br /&gt;
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.&lt;br /&gt;
&lt;br /&gt;
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.&lt;br /&gt;
&lt;br /&gt;
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.&lt;br /&gt;
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.&lt;br /&gt;
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
A Loremaster is needed to cast this spell.&lt;br /&gt;
&lt;br /&gt;
This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Death Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone-Chilling&lt;br /&gt;
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.&lt;br /&gt;
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.&lt;br /&gt;
|Succ = The target suffers a heart-attack (D2 damage).&lt;br /&gt;
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Barrier&lt;br /&gt;
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. &lt;br /&gt;
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. &lt;br /&gt;
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. &lt;br /&gt;
Lunarmancy spells deplete the barrier's HP twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Displeasant Dissonance&lt;br /&gt;
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. &lt;br /&gt;
|Fail = The spell fails, causing the caster themself to feel nauseous.&lt;br /&gt;
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.&lt;br /&gt;
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Defilement&lt;br /&gt;
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. &lt;br /&gt;
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. &lt;br /&gt;
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. &lt;br /&gt;
|RedLines = The effect of the spell does not stack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Exo Skeleton&lt;br /&gt;
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.&lt;br /&gt;
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.&lt;br /&gt;
|Succ = The Exo skeleton has the maximum amount of HP.&lt;br /&gt;
|RedLines = One cannot cast Exo skeleton while one already has the armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rigor Mortis&lt;br /&gt;
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.&lt;br /&gt;
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.&lt;br /&gt;
|Succ = The stun lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Scythe&lt;br /&gt;
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15&lt;br /&gt;
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.&lt;br /&gt;
&lt;br /&gt;
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.&lt;br /&gt;
|Fail = Instead, the caster slashes their own body and will take 3 damage.&lt;br /&gt;
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.&lt;br /&gt;
&lt;br /&gt;
Targets failing both rolls receive full damage.&lt;br /&gt;
Targets failing 1 roll take half damage rounded up.&lt;br /&gt;
Targets succeeding on both rolls take no damage.&lt;br /&gt;
|RedLines = This spell costs one soul to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Soul&lt;br /&gt;
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 blocks&lt;br /&gt;
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.&lt;br /&gt;
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.&lt;br /&gt;
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.&lt;br /&gt;
|RedLines = This spell costs two souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell cannot be used on 1 target more than 1 time a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death's Embrace&lt;br /&gt;
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.&lt;br /&gt;
&lt;br /&gt;
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.&lt;br /&gt;
&lt;br /&gt;
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.&lt;br /&gt;
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.&lt;br /&gt;
|Succ = The caster gets a +6 in their defense as long as the spell is active.&lt;br /&gt;
|RedLines = The caster can only roll saving rolls while they're draining.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Manifestation&lt;br /&gt;
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.&lt;br /&gt;
&lt;br /&gt;
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:&lt;br /&gt;
&lt;br /&gt;
Increase the damage done to all targets by 2,&lt;br /&gt;
&lt;br /&gt;
Add 2 rounds to the duration of a resulting effect,&lt;br /&gt;
&lt;br /&gt;
Double the strength of a non-damaging effect,&lt;br /&gt;
(ex: 4 knockback becomes 8 knockback)&lt;br /&gt;
&lt;br /&gt;
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.&lt;br /&gt;
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once every OOC week.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Souls Blessing (Necromancy)&lt;br /&gt;
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. &lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.&lt;br /&gt;
|RedLines = This ability costs a soul use to activate. &lt;br /&gt;
This ability has a cooldown of 2 rounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fragmentation (Soul-Destined)&lt;br /&gt;
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. &lt;br /&gt;
|RedLines = This ability costs a soul charge to use. &lt;br /&gt;
&lt;br /&gt;
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.&lt;br /&gt;
&lt;br /&gt;
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Necromantic Resistance (Death-Destined)&lt;br /&gt;
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.&lt;br /&gt;
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4172</id>
		<title>Geomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4172"/>
		<updated>2023-07-16T13:48:03Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Geomancy&lt;br /&gt;
| Image = GeomancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Kor, the realm of the Mountain&lt;br /&gt;
| Cast = Catalyst - Amerynd Crystal&lt;br /&gt;
| Paths = Biomancy '''·''' Petromancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least two sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions &lt;br /&gt;
|60 Minutes. Proof in lore ticket. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Geomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Warlock&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Envoy of Kor&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Petromancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Petro Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Petromancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Petrosi&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Biomancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Biomancy Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Biomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Biomantis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Most spells in this magic require a loremaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the lore team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Veil&lt;br /&gt;
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster needs to roll a D5 to determine the amount of rounds until the crystals would vanish. If summoned successfully, the shield will cover a three-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb half of any extra damage, rounded down at a minimum of 1.&lt;br /&gt;
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.&lt;br /&gt;
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.&lt;br /&gt;
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mending&lt;br /&gt;
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster targets up to a 3x3x3 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.&lt;br /&gt;
&lt;br /&gt;
Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot.&lt;br /&gt;
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.&lt;br /&gt;
|Succ = The repaired area grows to a cube of 5x5x5.&lt;br /&gt;
|RedLines = A loremaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rock Spike&lt;br /&gt;
|Desc = Summon a spike of rocks that harms those standing on top of it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a 1x1x2 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 2 meters.&lt;br /&gt;
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.&lt;br /&gt;
|Succ = The caster masterfully manipulates the terrain. The spike becomes 2x2x4 and does full damage.&lt;br /&gt;
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air.&lt;br /&gt;
&lt;br /&gt;
The spell can not hurt the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Korstone Pebbles&lt;br /&gt;
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll defense or get hit. When the spell hits, it does D2 damage.&lt;br /&gt;
|Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage.&lt;br /&gt;
|Succ = The stones gain extra momentum and can reach up to 15m&lt;br /&gt;
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquify&lt;br /&gt;
|Desc = The caster gathers the minerals of their surroundings, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20m&lt;br /&gt;
|Damage = One of the following effects will take place;&lt;br /&gt;
&lt;br /&gt;
In combat, the caster shoots the ball of liquid metal at their target within 20m, and it solidifies before impact. This deals D3 damage on success. Or the caster makes a regular weapon or shield for 3 rounds. &lt;br /&gt;
&lt;br /&gt;
Outside of combat, the caster creates a tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Loremaster supervision. [LM determined]. Intricate tools such as these can only be made once an OOC day.&lt;br /&gt;
&lt;br /&gt;
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.&lt;br /&gt;
|Succ = The manipulation of magic is superb and the spell doubles its original output. The liquid ball turning into two balls for 2d3 damage. And the weapon or shield staying for 6 rounds. This effect does not work on consumable tools such as lockpicks. &lt;br /&gt;
|RedLines = The items made with the spell have to be used quickly otherwise the magical properties disappear and the item turns back to liquid and falls to the ground. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Armored Dust&lt;br /&gt;
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to bow attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher.&lt;br /&gt;
&lt;br /&gt;
The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again.&lt;br /&gt;
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. &lt;br /&gt;
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.&lt;br /&gt;
|RedLines = The armor can be washed away with aquamancy projectile spells. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tomb of Stone&lt;br /&gt;
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for 2 rounds, each round taking 1 damage of crushing. The target may attempt to break free early by rolling strength during their turn. They escape early if the strength roll is higher than the casting roll.&lt;br /&gt;
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and rooting them for 1 round, dealing an additional 1 damage.&lt;br /&gt;
|Succ = The rocks are extremely firm and can not be broken free from early.&lt;br /&gt;
|RedLines = To use this spell out of combat, an LM or Moderation team member has to supervise. Players trapped inside the rock tomb can not attack or be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Earthy Encasement&lt;br /&gt;
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = Upon performing the spell, a 2 Meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. &lt;br /&gt;
&lt;br /&gt;
The victim can attempt to dig out by rolling d20. If the roll is higher than the success roll for the spell, they break free; a 20 will always free the player.&lt;br /&gt;
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.&lt;br /&gt;
|Succ = The earth presses onto the victim harder, dealing D2 damage per round.&lt;br /&gt;
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like).&lt;br /&gt;
&lt;br /&gt;
The victim's allies can attempt to dig them out by spending their own action.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seismic Spikes&lt;br /&gt;
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in a 8x5 area. Everyone hit within this area takes D2+1 damage.&lt;br /&gt;
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.&lt;br /&gt;
|Succ = The targets hit by the spell cannot move for 1 round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cold Forge&lt;br /&gt;
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.&lt;br /&gt;
&lt;br /&gt;
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.&lt;br /&gt;
&lt;br /&gt;
1-6 = Iron&lt;br /&gt;
7-9 = Steel&lt;br /&gt;
10 = Damascus Steel&lt;br /&gt;
&lt;br /&gt;
A weapon created this way has certain magical properties, which can grant the person holding the weapon to gain a +1 in strength. Only one of these bonuses may apply to a single creature at any time.&lt;br /&gt;
|Fail = The caster fails to create any weapon; they pass out and cannot attempt to cast this spell for 2 OOC weeks.&lt;br /&gt;
|Succ = The caster rolls a D11 instead, where 11 = Adamantium.&lt;br /&gt;
|RedLines = The mage can only attempt to make a weapon this way once per OOC week due to the high value of these weapons. A loremaster must be present for the creation to approve the weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit of Kor&lt;br /&gt;
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster's tear gets closed or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:&lt;br /&gt;
&lt;br /&gt;
25 HP, 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
+3 on attack rolls.&lt;br /&gt;
+5 on defense rolls.&lt;br /&gt;
&lt;br /&gt;
It can choose from 3 abilities each round.&lt;br /&gt;
&lt;br /&gt;
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.&lt;br /&gt;
&lt;br /&gt;
Protect: If the golem is within 5M of the target, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.&lt;br /&gt;
&lt;br /&gt;
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.&lt;br /&gt;
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.&lt;br /&gt;
|Succ = The spirit has an additional 10 HP.&lt;br /&gt;
|RedLines = Only one of these spirits may exist at once.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell. This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Petromancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pillar of Stone&lt;br /&gt;
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters - 18 meters as projectile&lt;br /&gt;
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.&lt;br /&gt;
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.&lt;br /&gt;
|Succ = The maximum size, instead, is doubled&lt;br /&gt;
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Hands&lt;br /&gt;
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The user briefly touches something and turns it into solid rock.&lt;br /&gt;
&lt;br /&gt;
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.&lt;br /&gt;
&lt;br /&gt;
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.&lt;br /&gt;
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.&lt;br /&gt;
|Succ = The spell lasts for D2+2 rounds.&lt;br /&gt;
|RedLines = You cannot fully petrify other players.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Craftman's Friends&lt;br /&gt;
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.&lt;br /&gt;
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.&lt;br /&gt;
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.&lt;br /&gt;
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.&lt;br /&gt;
&lt;br /&gt;
Moreover, the caster cannot cast any spells while in this golem.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Circle of Stone&lt;br /&gt;
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.&lt;br /&gt;
&lt;br /&gt;
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.&lt;br /&gt;
|Succ = The circle of stones stays up for 5 rounds instead of 3.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Geotic Grasp&lt;br /&gt;
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds&lt;br /&gt;
|Fail = The spell fails, and nothing happens.&lt;br /&gt;
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.&lt;br /&gt;
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.&lt;br /&gt;
&lt;br /&gt;
The targets can still move everything but their legs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Stones of Anguish&lt;br /&gt;
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.&lt;br /&gt;
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.&lt;br /&gt;
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. &lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voice of the Mountain&lt;br /&gt;
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.&lt;br /&gt;
&lt;br /&gt;
All enemies in the area  receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.&lt;br /&gt;
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.&lt;br /&gt;
|Succ = The duration of the spell is D2+2 rounds instead.&lt;br /&gt;
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Eden's Wrath&lt;br /&gt;
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. &lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Casting this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Biomancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Living Soil&lt;br /&gt;
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.&lt;br /&gt;
|Fail = The soil dies immediately, and nothing happens.&lt;br /&gt;
|Succ = The target may heal up to 2D2.&lt;br /&gt;
|RedLines = The spell cannot heal multiple people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Spores&lt;br /&gt;
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.&lt;br /&gt;
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.&lt;br /&gt;
|Succ = The spores are incredibly effective, blinding the target for an extra round.&lt;br /&gt;
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strangle Roots&lt;br /&gt;
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.&lt;br /&gt;
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.&lt;br /&gt;
|Succ = The roots start to strangle the target, dealing D2 damage.&lt;br /&gt;
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animal Control&lt;br /&gt;
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.&lt;br /&gt;
&lt;br /&gt;
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.&lt;br /&gt;
&lt;br /&gt;
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:&lt;br /&gt;
&lt;br /&gt;
HP: 4&lt;br /&gt;
Str: 0, Def: -1, Agi: +2, Int: Unusable&lt;br /&gt;
Attacks: 2, each dealing D2 damage.&lt;br /&gt;
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.&lt;br /&gt;
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.&lt;br /&gt;
|RedLines = This spell only works on common - rare mobs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rose Vines&lt;br /&gt;
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.&lt;br /&gt;
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.&lt;br /&gt;
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.&lt;br /&gt;
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Healing Blossom&lt;br /&gt;
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.&lt;br /&gt;
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.&lt;br /&gt;
|Succ = All targets are healed for the full 2 HP.&lt;br /&gt;
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Gnarling Swarm&lt;br /&gt;
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.&lt;br /&gt;
&lt;br /&gt;
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.&lt;br /&gt;
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.&lt;br /&gt;
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.&lt;br /&gt;
|RedLines = This spell can only be used under Loremaster supervision if the player wishes to damage a structure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Kor’s Expansion&lt;br /&gt;
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.&lt;br /&gt;
&lt;br /&gt;
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell&lt;br /&gt;
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.&lt;br /&gt;
|RedLines = Players hit by the attack will be thrown out of the radius.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used when a loremaster/event team member supervises.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Earthly Awareness&lt;br /&gt;
|Desc = The caster has reached a new milestone, where the earth can be read like a book.&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Calming Aura (Biomancy only)&lt;br /&gt;
|Desc = The caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals those around them and himself.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = A maximum of 3 targets of the caster's choice within a 10-block area of the mage will heal 1 HP every round, including the mage themselves.&lt;br /&gt;
|RedLines = Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crystalline Hands (Petromancy only)&lt;br /&gt;
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this ability has a 4 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=4128</id>
		<title>Necromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=4128"/>
		<updated>2023-07-05T18:00:47Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Necromancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Soul Gem&lt;br /&gt;
| Paths = Soul-Destined '''·''' Death-Destined&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. &lt;br /&gt;
&lt;br /&gt;
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. &lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Necromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Wizard&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Master Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Arch Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Soul-Destined ===&lt;br /&gt;
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Raiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Awakener&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Materialiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Summoner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Enchanter&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Death-Destined ===&lt;br /&gt;
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Executioner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Assassin&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Reaper&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Lesser-Lich&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl5 - Lich&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. &lt;br /&gt;
&lt;br /&gt;
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Consumption&lt;br /&gt;
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.&lt;br /&gt;
&lt;br /&gt;
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.&lt;br /&gt;
|Fail = The caster wastes their energy and fails to capture the soul successfully, destroying it in the process.&lt;br /&gt;
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.&lt;br /&gt;
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blight&lt;br /&gt;
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Any entity inside the spell's range will suffer a life drain of D3 on the caster's turns (including the casting turn) for 1 round. The necromancer may target 1 player to be trapped if they are within the spell's range when cast. They will need to roll a D20 on their turn to escape if they are trapped. If they succeed in rolling a 11+, they may escape.&lt;br /&gt;
|Fail = The Necromancer will end up harming themselves by experiencing an energy drain, causing their next casting roll to be modified with -1.&lt;br /&gt;
|Succ = The spell's damage becomes 2d2.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancers can cleanse the blighted area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone of Battle&lt;br /&gt;
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.&lt;br /&gt;
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.&lt;br /&gt;
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.&lt;br /&gt;
|RedLines = Only one bone can be active by the caster at all times. &lt;br /&gt;
The same action cannot be used twice in a row. &lt;br /&gt;
The blocking of this spell is able to block mundane attacks, melee and ranged, as well as level 1 magical attacks. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lesser Reanimation&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.&lt;br /&gt;
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.&lt;br /&gt;
|Succ = The animal heals possible injuries it sustained during its life.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Skeletal Grasp&lt;br /&gt;
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.&lt;br /&gt;
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.&lt;br /&gt;
|Succ = The claws are sharper, dealing D2 damage to targets in the area.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Death&lt;br /&gt;
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.&lt;br /&gt;
&lt;br /&gt;
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.&lt;br /&gt;
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.&lt;br /&gt;
|Succ = The wall stays for D4+2 rounds.&lt;br /&gt;
|RedLines = Only one wall may be active at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rotting Injection&lt;br /&gt;
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.&lt;br /&gt;
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.&lt;br /&gt;
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.&lt;br /&gt;
|RedLines = –&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Weapon&lt;br /&gt;
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.&lt;br /&gt;
&lt;br /&gt;
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.&lt;br /&gt;
|Succ = The weapon always inflicts the -3 affliction.&lt;br /&gt;
|RedLines = Someone may not dual wield a soul weapon and a real weapon.&lt;br /&gt;
&lt;br /&gt;
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reanimate Dead&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.&lt;br /&gt;
&lt;br /&gt;
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
Str 0&lt;br /&gt;
Def - None&lt;br /&gt;
Agi - None&lt;br /&gt;
Int - None&lt;br /&gt;
&lt;br /&gt;
HP: 1 per undead in the horde&lt;br /&gt;
&lt;br /&gt;
Movement: 4 meters&lt;br /&gt;
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.&lt;br /&gt;
|Succ = The body looks slightly more lifelike and less like an undead.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.&lt;br /&gt;
&lt;br /&gt;
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.&lt;br /&gt;
&lt;br /&gt;
Each horde can only have a max of 8 undead.&lt;br /&gt;
&lt;br /&gt;
This can potentially revive permanently killed characters, if the caster is able to find and use the corpse / head of the desired character. To retrieve a head, a Lore Master must be present.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Coil&lt;br /&gt;
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. &lt;br /&gt;
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. &lt;br /&gt;
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.&lt;br /&gt;
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Breath of Life&lt;br /&gt;
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:&lt;br /&gt;
&lt;br /&gt;
Strength +1&lt;br /&gt;
Defense +2&lt;br /&gt;
Agility -2&lt;br /&gt;
Intelligence +1&lt;br /&gt;
HP 7&lt;br /&gt;
&lt;br /&gt;
The gargoyle does unarmed attacks that deal 1 damage per successful attack.&lt;br /&gt;
&lt;br /&gt;
If the gargoyle possesses a nearby statue, its HP raises to 15.&lt;br /&gt;
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.&lt;br /&gt;
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reaped Grounds&lt;br /&gt;
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.&lt;br /&gt;
&lt;br /&gt;
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.&lt;br /&gt;
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.&lt;br /&gt;
|Succ = The reaped grounds stay for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell requires 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.&lt;br /&gt;
&lt;br /&gt;
A Loremaster must be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Soul Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Arise&lt;br /&gt;
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 2 meter&lt;br /&gt;
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.&lt;br /&gt;
&lt;br /&gt;
This creature will act after the caster's next turn with the following stats:&lt;br /&gt;
&lt;br /&gt;
Str +1&lt;br /&gt;
Def -2&lt;br /&gt;
Agi +0&lt;br /&gt;
Int - unusable.&lt;br /&gt;
&lt;br /&gt;
HP: 3&lt;br /&gt;
|Fail = The caster loses control over the creature, and it starts attacking the caster.&lt;br /&gt;
|Succ = The creature is slightly sturdier and has 5HP.&lt;br /&gt;
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Chain&lt;br /&gt;
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. The caster deals an extra +1 damage to this target.&lt;br /&gt;
&lt;br /&gt;
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.&lt;br /&gt;
|Fail = The chain fails to manifest at all.&lt;br /&gt;
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.&lt;br /&gt;
|RedLines = Only one target may be chained at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Steed&lt;br /&gt;
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.&lt;br /&gt;
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.&lt;br /&gt;
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.&lt;br /&gt;
|RedLines = This spell costs 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
The steed can be targeted as any normal mount could.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Banshee's Calling&lt;br /&gt;
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.&lt;br /&gt;
&lt;br /&gt;
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.&lt;br /&gt;
&lt;br /&gt;
The Banshee has 6 HP&lt;br /&gt;
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The banshee stays for the maximum amount of time.&lt;br /&gt;
|RedLines = Only 1 banshee can be spawned per necromancer at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Expulsion&lt;br /&gt;
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.&lt;br /&gt;
&lt;br /&gt;
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.&lt;br /&gt;
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.&lt;br /&gt;
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.&lt;br /&gt;
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = The Rotting Dance&lt;br /&gt;
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.&lt;br /&gt;
|Fail = Half of the creatures are summoned instead.&lt;br /&gt;
|Succ = The spell summons the max amount.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Presence&lt;br /&gt;
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds.  &lt;br /&gt;
&lt;br /&gt;
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.&lt;br /&gt;
&lt;br /&gt;
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.&lt;br /&gt;
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of the Undead&lt;br /&gt;
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.&lt;br /&gt;
&lt;br /&gt;
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.&lt;br /&gt;
&lt;br /&gt;
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.&lt;br /&gt;
&lt;br /&gt;
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.&lt;br /&gt;
&lt;br /&gt;
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.&lt;br /&gt;
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.&lt;br /&gt;
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
A Loremaster is needed to cast this spell.&lt;br /&gt;
&lt;br /&gt;
This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Death Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone-Chilling&lt;br /&gt;
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.&lt;br /&gt;
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.&lt;br /&gt;
|Succ = The target suffers a heart-attack (D2 damage).&lt;br /&gt;
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Barrier&lt;br /&gt;
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. &lt;br /&gt;
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. &lt;br /&gt;
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. &lt;br /&gt;
Lunarmancy spells deplete the barrier's HP twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Displeasant Dissonance&lt;br /&gt;
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. &lt;br /&gt;
|Fail = The spell fails, causing the caster themself to feel nauseous.&lt;br /&gt;
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.&lt;br /&gt;
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Defilement&lt;br /&gt;
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. &lt;br /&gt;
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. &lt;br /&gt;
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. &lt;br /&gt;
|RedLines = The effect of the spell does not stack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Exo Skeleton&lt;br /&gt;
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.&lt;br /&gt;
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.&lt;br /&gt;
|Succ = The Exo skeleton has the maximum amount of HP.&lt;br /&gt;
|RedLines = One cannot cast Exo skeleton while one already has the armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rigor Mortis&lt;br /&gt;
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.&lt;br /&gt;
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.&lt;br /&gt;
|Succ = The stun lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Scythe&lt;br /&gt;
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15&lt;br /&gt;
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.&lt;br /&gt;
&lt;br /&gt;
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.&lt;br /&gt;
|Fail = Instead, the caster slashes their own body and will take 3 damage.&lt;br /&gt;
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.&lt;br /&gt;
&lt;br /&gt;
Targets failing both rolls receive full damage.&lt;br /&gt;
Targets failing 1 roll take half damage rounded up.&lt;br /&gt;
Targets succeeding on both rolls take no damage.&lt;br /&gt;
|RedLines = This spell costs one soul to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Soul&lt;br /&gt;
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 blocks&lt;br /&gt;
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.&lt;br /&gt;
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.&lt;br /&gt;
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.&lt;br /&gt;
|RedLines = This spell costs two souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell cannot be used on 1 target more than 1 time a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death's Embrace&lt;br /&gt;
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.&lt;br /&gt;
&lt;br /&gt;
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.&lt;br /&gt;
&lt;br /&gt;
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.&lt;br /&gt;
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.&lt;br /&gt;
|Succ = The caster gets a +6 in their defense as long as the spell is active.&lt;br /&gt;
|RedLines = The caster can only roll saving rolls while they're draining.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Manifestation&lt;br /&gt;
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.&lt;br /&gt;
&lt;br /&gt;
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:&lt;br /&gt;
&lt;br /&gt;
Increase the damage done to all targets by 2,&lt;br /&gt;
&lt;br /&gt;
Add 2 rounds to the duration of a resulting effect,&lt;br /&gt;
&lt;br /&gt;
Double the strength of a non-damaging effect,&lt;br /&gt;
(ex: 4 knockback becomes 8 knockback)&lt;br /&gt;
&lt;br /&gt;
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.&lt;br /&gt;
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once every OOC week.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Souls Blessing (Necromancy)&lt;br /&gt;
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. &lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.&lt;br /&gt;
|RedLines = This ability costs a soul use to activate. &lt;br /&gt;
This ability has a cooldown of 2 rounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fragmentation (Soul-Destined)&lt;br /&gt;
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. &lt;br /&gt;
|RedLines = This ability costs a soul charge to use. &lt;br /&gt;
&lt;br /&gt;
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.&lt;br /&gt;
&lt;br /&gt;
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Necromantic Resistance (Death-Destined)&lt;br /&gt;
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.&lt;br /&gt;
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4119</id>
		<title>Geomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4119"/>
		<updated>2023-07-03T19:51:27Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Geomancy&lt;br /&gt;
| Image = GeomancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Kor, the realm of the Mountain&lt;br /&gt;
| Cast = Catalyst - Amerynd Crystal&lt;br /&gt;
| Paths = Biomancy '''·''' Petromancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least two sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions &lt;br /&gt;
|60 Minutes. Proof in lore ticket. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Geomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Warlock&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Envoy of Kor&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Petromancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Petro Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Petromancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Petrosi&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Biomancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Biomancy Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Biomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Biomantis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Most spells in this magic require a loremaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the lore team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Veil&lt;br /&gt;
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster needs to roll a D5 to determine the amount of rounds until the crystals would vanish. If summoned successfully, the shield will cover a three-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb half of any extra damage, rounded down at a minimum of 1.&lt;br /&gt;
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.&lt;br /&gt;
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.&lt;br /&gt;
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mending&lt;br /&gt;
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster targets up to a 3x3x3 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.&lt;br /&gt;
&lt;br /&gt;
Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot.&lt;br /&gt;
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.&lt;br /&gt;
|Succ = The repaired area grows to a cube of 5x5x5.&lt;br /&gt;
|RedLines = A loremaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rock Spike&lt;br /&gt;
|Desc = Summon a spike of rocks that harms those standing on top of it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a 1x1x2 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 2 meters.&lt;br /&gt;
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.&lt;br /&gt;
|Succ = The caster masterfully manipulates the terrain. The spike becomes 2x2x4 and does full damage.&lt;br /&gt;
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air.&lt;br /&gt;
&lt;br /&gt;
The spell can not hurt the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Korstone Pebbles&lt;br /&gt;
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll defense or get hit. When the spell hits, it does D2 damage.&lt;br /&gt;
|Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage.&lt;br /&gt;
|Succ = The stones gain extra momentum and can reach up to 15m&lt;br /&gt;
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquify&lt;br /&gt;
|Desc = The caster holds a bar of the wanted metal, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = One of the following effects will take place, each requiring a different amount of iron / metal;&lt;br /&gt;
&lt;br /&gt;
The caster creates a sword from the chosen metal and gets the effects of the new weapon that metal would have. Only the caster can wield this. [2 ingots]&lt;br /&gt;
&lt;br /&gt;
The caster creates a unique tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Loremaster supervision. [LM determined]&lt;br /&gt;
&lt;br /&gt;
The caster shoots the ball of liquid metal at their target within 20m, and it solidifies before impact. This deals D3 damage on success. [1 ingot]&lt;br /&gt;
&lt;br /&gt;
The caster smiths a metallic plate and secures it onto themselves, granting them a +1 to defense until they take 3 damage. The caster can only have 2 plates on themselves at a time. [1 ingot]&lt;br /&gt;
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.&lt;br /&gt;
|Succ = The item the user has created is perfect in shape and size. They can add a +1 to any roll (except damage) they make while using this item. If this cast was used to create a lockpick, the caster gains an additional lockpick.&lt;br /&gt;
|RedLines = If used to create lockpicks, the mage must wait one IC day (3 hours OOCly) until they can create any more lockpicks. The caster can continue to make lockpicks during a LM hosted event until tiring (the LM decides this).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Armored Dust&lt;br /&gt;
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to bow attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher.&lt;br /&gt;
&lt;br /&gt;
The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again.&lt;br /&gt;
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. &lt;br /&gt;
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.&lt;br /&gt;
|RedLines = The armor can be washed away with aquamancy projectile spells. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tomb of Stone&lt;br /&gt;
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for 2 rounds, each round taking 1 damage of crushing. The target may attempt to break free early by rolling strength during their turn. They escape early if the strength roll is higher than the casting roll.&lt;br /&gt;
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and rooting them for 1 round, dealing an additional 1 damage.&lt;br /&gt;
|Succ = The rocks are extremely firm and can not be broken free from early.&lt;br /&gt;
|RedLines = To use this spell out of combat, an LM or Moderation team member has to supervise. Players trapped inside the rock tomb can not attack or be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Earthy Encasement&lt;br /&gt;
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = Upon performing the spell, a 2 Meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. &lt;br /&gt;
&lt;br /&gt;
The victim can attempt to dig out by rolling d20. If the roll is higher than the success roll for the spell, they break free; a 20 will always free the player.&lt;br /&gt;
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.&lt;br /&gt;
|Succ = The earth presses onto the victim harder, dealing D2 damage per round.&lt;br /&gt;
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like).&lt;br /&gt;
&lt;br /&gt;
The victim's allies can attempt to dig them out by spending their own action.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seismic Spikes&lt;br /&gt;
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in a 8x5 area. Everyone hit within this area takes D2+1 damage.&lt;br /&gt;
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.&lt;br /&gt;
|Succ = The targets hit by the spell cannot move for 1 round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cold Forge&lt;br /&gt;
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.&lt;br /&gt;
&lt;br /&gt;
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.&lt;br /&gt;
&lt;br /&gt;
1-6 = Iron&lt;br /&gt;
7-9 = Steel&lt;br /&gt;
10 = Damascus Steel&lt;br /&gt;
&lt;br /&gt;
A weapon created this way has certain magical properties, which can grant the person holding the weapon to gain a +1 in strength. Only one of these bonuses may apply to a single creature at any time.&lt;br /&gt;
|Fail = The caster fails to create any weapon; they pass out and cannot attempt to cast this spell for 2 OOC weeks.&lt;br /&gt;
|Succ = The caster rolls a D11 instead, where 11 = Adamantium.&lt;br /&gt;
|RedLines = The mage can only attempt to make a weapon this way once per OOC week due to the high value of these weapons. A loremaster must be present for the creation to approve the weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit of Kor&lt;br /&gt;
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster's tear gets closed or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:&lt;br /&gt;
&lt;br /&gt;
25 HP, 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
+3 on attack rolls.&lt;br /&gt;
+5 on defense rolls.&lt;br /&gt;
&lt;br /&gt;
It can choose from 3 abilities each round.&lt;br /&gt;
&lt;br /&gt;
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.&lt;br /&gt;
&lt;br /&gt;
Protect: If the golem is within 5M of the target, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.&lt;br /&gt;
&lt;br /&gt;
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.&lt;br /&gt;
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.&lt;br /&gt;
|Succ = The spirit has an additional 10 HP.&lt;br /&gt;
|RedLines = Only one of these spirits may exist at once.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell. This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Petromancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pillar of Stone&lt;br /&gt;
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters - 18 meters as projectile&lt;br /&gt;
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.&lt;br /&gt;
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.&lt;br /&gt;
|Succ = The maximum size, instead, is doubled&lt;br /&gt;
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Hands&lt;br /&gt;
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The user briefly touches something and turns it into solid rock.&lt;br /&gt;
&lt;br /&gt;
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.&lt;br /&gt;
&lt;br /&gt;
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.&lt;br /&gt;
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.&lt;br /&gt;
|Succ = The spell lasts for D2+2 rounds.&lt;br /&gt;
|RedLines = You cannot fully petrify other players.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Craftman's Friends&lt;br /&gt;
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.&lt;br /&gt;
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.&lt;br /&gt;
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.&lt;br /&gt;
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.&lt;br /&gt;
&lt;br /&gt;
Moreover, the caster cannot cast any spells while in this golem.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Circle of Stone&lt;br /&gt;
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.&lt;br /&gt;
&lt;br /&gt;
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.&lt;br /&gt;
|Succ = The circle of stones stays up for 5 rounds instead of 3.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Geotic Grasp&lt;br /&gt;
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds&lt;br /&gt;
|Fail = The spell fails, and nothing happens.&lt;br /&gt;
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.&lt;br /&gt;
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.&lt;br /&gt;
&lt;br /&gt;
The targets can still move everything but their legs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Stones of Anguish&lt;br /&gt;
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.&lt;br /&gt;
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.&lt;br /&gt;
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. &lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voice of the Mountain&lt;br /&gt;
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.&lt;br /&gt;
&lt;br /&gt;
All enemies in the area  receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.&lt;br /&gt;
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.&lt;br /&gt;
|Succ = The duration of the spell is D2+2 rounds instead.&lt;br /&gt;
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Eden's Wrath&lt;br /&gt;
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. &lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Casting this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Biomancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Living Soil&lt;br /&gt;
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.&lt;br /&gt;
|Fail = The soil dies immediately, and nothing happens.&lt;br /&gt;
|Succ = The target may heal up to 2D2.&lt;br /&gt;
|RedLines = The spell cannot heal multiple people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Spores&lt;br /&gt;
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.&lt;br /&gt;
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.&lt;br /&gt;
|Succ = The spores are incredibly effective, blinding the target for an extra round.&lt;br /&gt;
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strangle Roots&lt;br /&gt;
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.&lt;br /&gt;
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.&lt;br /&gt;
|Succ = The roots start to strangle the target, dealing D2 damage.&lt;br /&gt;
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animal Control&lt;br /&gt;
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.&lt;br /&gt;
&lt;br /&gt;
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.&lt;br /&gt;
&lt;br /&gt;
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:&lt;br /&gt;
&lt;br /&gt;
HP: 4&lt;br /&gt;
Str: 0, Def: -1, Agi: +2, Int: Unusable&lt;br /&gt;
Attacks: 2, each dealing D2 damage.&lt;br /&gt;
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.&lt;br /&gt;
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.&lt;br /&gt;
|RedLines = This spell only works on common - rare mobs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rose Vines&lt;br /&gt;
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.&lt;br /&gt;
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.&lt;br /&gt;
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.&lt;br /&gt;
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Healing Blossom&lt;br /&gt;
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.&lt;br /&gt;
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.&lt;br /&gt;
|Succ = All targets are healed for the full 2 HP.&lt;br /&gt;
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Gnarling Swarm&lt;br /&gt;
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.&lt;br /&gt;
&lt;br /&gt;
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.&lt;br /&gt;
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.&lt;br /&gt;
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.&lt;br /&gt;
|RedLines = This spell can only be used under Loremaster supervision if the player wishes to damage a structure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Kor’s Expansion&lt;br /&gt;
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.&lt;br /&gt;
&lt;br /&gt;
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell&lt;br /&gt;
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.&lt;br /&gt;
|RedLines = Players hit by the attack will be thrown out of the radius.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used when a loremaster/event team member supervises.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Earthly Awareness&lt;br /&gt;
|Desc = The caster has reached a new milestone, where the earth can be read like a book.&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Calming Aura (Biomancy only)&lt;br /&gt;
|Desc = The caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals those around them and himself.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = A maximum of 3 targets of the caster's choice within a 10-block area of the mage will heal 1 HP every round, including the mage themselves.&lt;br /&gt;
|RedLines = Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crystalline Hands (Petromancy only)&lt;br /&gt;
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this ability has a 4 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4118</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4118"/>
		<updated>2023-07-03T12:10:53Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */  Added Sea Dragon's Wrath&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them. The creature closest to the caster within this area takes D3 damage, and all remaining targets, up to a maximum of 3, take D2 damage. If there are multiple targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. The copy's turn is after the caster's. This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks. The copy can take up to 5HP of damage from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This page also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d5 to see how many spears of ice are created. The caster must choose a separate target for every spear. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster also has the option to wield one of these as a trident, or send tridents to allies in range for them to wield, until dispelled and as long as they are within range of their tear.. When thrown, the trident throw freezes the target's feet for 1 round and disappears. This effect takes one weapon away from the amount created.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spears turn into snow while in the air, making the spears do absolutely nothing.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile, and the trident throw freezes the target solid for 1 round.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Dragon’s Wrath&lt;br /&gt;
|Desc = The caster shapes oceanic waters around them into the form of a sea dragon, launching themselves at their foe.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters.&lt;br /&gt;
|Damage = The caster shapes a sea dragon avatar around themselves, and then launches themselves at a foe within range. If successful, the target takes 2D3 damage.&lt;br /&gt;
|Fail = The sea dragon whips its tail at the caster, dealing D2 damage and 4 meters knockback in the direction opposite of the spell's target. &lt;br /&gt;
|Succ = The spell deals maximum damage.&lt;br /&gt;
|RedLines = The caster travels to their target even if they defend successfully. The target must be in the caster's line of sight.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=4104</id>
		<title>The Khadan Humans</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Khadan_Humans&amp;diff=4104"/>
		<updated>2023-07-01T15:32:21Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Races&lt;br /&gt;
|Image = Khadan.png&lt;br /&gt;
|Name = The Khadan Humans&lt;br /&gt;
|Nicknames = The Orphans of Anjyarr&lt;br /&gt;
|Languages = Common, [[Anjyarri]], Azari&lt;br /&gt;
|Height = 1.70m - 1.90m (5'6&amp;quot; - 6'2&amp;quot;)&lt;br /&gt;
|Weight = 65kg - 80kg (143lbs - 176lbs)&lt;br /&gt;
|Land = [[The Empire of Anjyarr]]&lt;br /&gt;
|Capital = Al-Khadir (city)&lt;br /&gt;
|STR = +2&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +2&lt;br /&gt;
|INT = +0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
The people of the Anjyarr deserts, they have tanner skin then their Hadrian counterparts, as being a desert raised people’s the natural darker tone of their skin provides a type of camouflage when it comes to blending into the raging sand winds, the large and numerous sand dunes, and the dusty rock sculps which litter the land. From their centuries of surviving in the desert climate they have learned to never show fear and to always stand their ground, they fight majestically with agile spear and sword combat that blitz’s the enemy if they don’t plan for it. Though the Khadans have many combat secrets and a deadly arsenal of specific made weapons however the appearance of these, are few and far inbetween as the Khadans are a loving and accepting culture to all outsiders that  may visit them. Along with all this, they are in possession of a wide range of riches including different valuable metals, gemstones, and other bright shiny jewellery pieces which makes them a real eyecatcher. &lt;br /&gt;
&lt;br /&gt;
They also have incredible bartering skills as their ability to sell a horse to a Hadrian, or ore to a Dwarf is not to be doubted and along with their Alliance with the Dark Elves who helped them through the Rotting Plague, they are capable of immense power. It is recommended you keep an eye out on the desert lands as what is there today might become outdated tomorrow, and what is far away tonight might become a border in the morning.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
The Khadans, also known as The Orphans of Anjyarr, The Roaming Men, or The People of Al-Khadir, share a very different look than those of the other humans. The Khadan are usually slightly shorter than the average Hadrian as their men grow to a max of 180cm (5’9”) and their women to a max of 170cm (5’5”). &lt;br /&gt;
&lt;br /&gt;
The Khadan have not always been a unified people and in their past both shared periods of large unification and periods of fragmentation, due to this their skin colour while always tan in appearance shifts between darker and lighter tones depending on where the tribe settled for most of their time. Of the two groups of tribes the Zanmirs, the tribes which inhabited both coastal regions and areas near waterways have found their way to be the icon of beauty amongst the Khadan people. They have light brown hair which usually hangs long down their back, they can have glowing and shiny green blue eyes, and their lighter complexion makes them look like an Attian who got a sunburn.&lt;br /&gt;
&lt;br /&gt;
Unlike their Zanmir relatives, the Vaemirs inhabited the sprawling deserts and such look very different. They have hair which ranges from jet black to nearly white as the amount of time a person spends in the sun can heavily dictate their appearance. They can be both very pale and close to caramel along with usually having brown eyes which sometimes appear to be orange to those who look at them. They are usually wrapped up and hidden but when they reappear they and their special looks can draw the attention of a crowd. Beauty amongst the female Khadans usually result from having a more oval shaped face, long dark eyebrows, and detailed eyelashes which contrast heavily with their eyes which is seen as the most important part. In comparison, the men usually maintain well kept facial hair such as beards and moustaches for their standards. Unlike in some cultures, scars of any sort are actually considered beautiful and seen as marks of courage, strength, and honour amongst their people.&lt;br /&gt;
&lt;br /&gt;
=== Apparel ===&lt;br /&gt;
Even though there are many different tribes and two main races present in the country, the climate has forced all of them to accept a universal type of dress. Due to the Anjyarr desert, the people of Al-Khadir have been mainly seen to wear loose fit robes made of soft materials such as silk, cotton, linen, or satin. The more wealthy inhabitants have been seen wearing robes with gold and jewels attached to them as a display of wealth and fashion with gold being a mainstay. The Khadan robes are often mulicoloured with gold accents and gems along with gold or silver piercings, which contrast heavily to their ‘lunn counterparts as they usually wear dark coloured robes with purple gemstones adorning them. &lt;br /&gt;
&lt;br /&gt;
When it comes to the armor of the Khadan’s, they wear chainmail and bronze or brass plates which are often covered in gems and shiny metals over their traditional robes. Both sexes often prefer armor crafted with ornate design and usually have leather boots and helmets to increase their agility and speed as they are main aspects of their fighting style. The cloaks and robes that accompany these warriors are usually red to keep both the sun away and to scare their enemy as red causes the eye to play tricks on those when under sandstorm conditions, along with this they often wrap their helmets with long scarves to prevent the sun from beaming down to heavily on it. Often to those who travel through the Anjyarr deserts, many wear masks to keep the sand out of their eyes and to conceal their identity, along with this women often wear veils to protect their faces and eyes from getting beat with sand. &lt;br /&gt;
&lt;br /&gt;
== Culture and Society ==&lt;br /&gt;
Among all races and peoples of Eden, Khadans are the only that can perfectly mix “fire and water” into their culture. The Khadan people are open, friendly, and welcoming people to both allies and people who seek friendship. However, they always keep a vigilant eye towards those around them, and also can be ruthless and violent to those who cross them. &lt;br /&gt;
&lt;br /&gt;
Originating from war-stricken lands which caused a mass exodus of the Khadan people, they have not only settled well to their second home, but they have claimed the area as theirs. The Deserts of Anjyarr are theirs and they have made sure it is stated without words, they have mastered riding, archery, and trading to not only make them a super power but a force to reckon with. Even though the deserts they inhabit are barren and empty, their heart and spiritually are the exact opposite as they follow a philosophy called “The Path” - which is to live one’s life seeking inner peace, no matter how one might identify said peace.The Khadan’s living in the harsh desert climates has one major upside, they value friends and family highly and deem any sort of betrayal as one of the worst acts, which stretches back centuries in their history. &lt;br /&gt;
&lt;br /&gt;
Their natural open-mindedness and alliance with the Azari’luun has made the region of Al-Khadir a very special place, as these two races are tied together as tightly as can be, which is a testament to their culture and peoples.&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
The spoken language of the population of Anjyarr is known as Anjyarri, a dialect that has become dominantly spoken throughout the Ifriq delta river regions. Thanks to the influence of its root language of Akhadi by the [[Dark Elves | Azari'lunn]] language, Anjyarri became the predominant dialect that became more widely spoken than Akhadi. &lt;br /&gt;
When Akhadi was formed remains unknown, yet it is speculated to have come around in the period of the ancient Empire of Anjyarr, with Anjyarri coming forth in the first century of A.F.S. Anjyarri has now been recognized as the national language of Anjyarr.&lt;br /&gt;
Differences in both languages are few, with some even understanding both languages. Akhadi has become an estranged language that modern-day citizens, and those not originating from Anjyarr, often confuse to be the actual dialect. Akhadi is still spoken in the desert regions of Anjyarr by the nomadic inhabitants.&lt;br /&gt;
&lt;br /&gt;
===Holidays and Celebrations===&lt;br /&gt;
&lt;br /&gt;
The people of Anjyarr, both its citizens in the known world and the uncharted regions of the desert, are well known for their extended feasts and holidays. The Khadan see markets and parties as a way to come together, connect, and expand their knowledge of the world as they share information, song, and culture with one another. In many cases, outsiders can participate with them if they respect the traditions. However, the nomadic communities known as the Kha'mal, which live a secluded life in the desert, tend to be hostile and wish to keep their traditions, which differ from the nationwide ones to themselves.&lt;br /&gt;
&lt;br /&gt;
====Samudara====&lt;br /&gt;
A celebration that indicates the start of a new fishing season, during which new sails are raised and the nation's fishermen are praised. It often starts with a celebration where the fishermen would honor and pray to an ancient sea deity whose divinity has become a local folk story. Sa'har, as the god is called, is nowadays praised as the guide of the sea, leading her fishermen across the waves safely and giving them plenty of fish to sell to the people. After, the boats, covered in decorative flags, set sail to catch fish. Whoever would return first to the harbor with full nets, would win and be honored as the best fisherman or woman of the season. The biggest fish would often be gifted to the Sultan or Sultana in honor. This celebration originates from an Al-Jabrid tradition and is hence celebrated there. &lt;br /&gt;
&lt;br /&gt;
====Sangh====&lt;br /&gt;
This annual three-day festival takes place as a celebration of unity, as its roots chase back to when the splintered peoples joined together. During this time, the Khadan hosts many duels for sportsmanship only and holds vast feasts involving most dancing. In older traditions, the strongest warriors would put on huge shows throughout the entire festival. Still, due to the strain this causes on the body, it has been replaced with smaller shows split between the other warrior duos.&lt;br /&gt;
&lt;br /&gt;
====Kura====&lt;br /&gt;
A festival all about the love of life in the Khadan's philosophy. A defining trait of this festival is that different activities occur throughout the day. Starting in the morning when the youth would put on sporting shows such as horse archery, and the old would visit their friends and family, then later at night is the time for couples to gather together and single people to search for mates.&lt;br /&gt;
&lt;br /&gt;
====Wahid Goyper'hik====&lt;br /&gt;
The Festival Of Color, as it is also known, is a festival that celebrates the day of alliance and friendship between the Dark Elf and human peoples. While initially, it was a Khadan festival, it has become a significant staple of Al-Khadir as a whole and would end up becoming a national holiday. During the day, markets would open all around the cities. Nomads, merchants, all who come to celebrate, flock to the streets and decorate the city in various bright colors. To the Khadan, it signifies their culture, heritage, emotion, and connection with the spirits, who would be attracted to such a colorful display. Before evening, a party of paint is held throughout the entire city, where people spray each other with multicolored dust and powder. Even with most still covered in these various paints, the evenings are filled with feasts in the streets and homes.&lt;br /&gt;
&lt;br /&gt;
=== Romance, Marriage and Reproduction ===&lt;br /&gt;
As mentioned previously, the Khadan people value loyalty to a very high degree. This comes to a head as the values of romance and family are major cores to the Khadan culture, these families and marriages often are very loyal and result in prosperity so splits rarely occur. Even though this is the case, the Khadans are very picky and selective when it comes to their partner, as they treat marriage with utmost importance and hence make sure both parties are certain of their choice beforehand. The selection time for a partner is often years due to the fear of matching incorrectly, whenever a match is made official though a large feast between the families starts which usually ends peacefully and always with respect.&lt;br /&gt;
&lt;br /&gt;
=== Death and Funeral ===&lt;br /&gt;
Due to their belief in “The Path” and finding inner peace, as long as the person is loyal to the ideals they often believe they will be reincarnated, this makes death not feared and instead respected. From a young age, a Khadan is told to enjoy and celebrate their life as it is seen as a sacred thing not to be taken for granted. During the funeral of a loved one, a private ceremony will often be held for the family and friends of the deceased to pay a last tribute under starlight. Their body is carefully wrapped up into robes, decorated with different types of flowers, and is adorned with golden trinkets and other valuables as a sign of respect and good luck. These decorations are believed to help them into their new life of prosperity. After the ceremony is done the cremation starts, the body is burned with the gifts until only their ashes remain, of which will be spread in the sea they came from many moons ago. Due to the respect and admiration of lost ones, no mourning occurs as they believe their lost loved one will help in the building of the next generation. &lt;br /&gt;
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== Religion ==&lt;br /&gt;
WIP&lt;br /&gt;
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== History ==&lt;br /&gt;
''&amp;quot;We are each other's harvest, we are each other's business, we are each other's magnitude and bond&amp;quot;''     &lt;br /&gt;
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This ancient saying has been with the '''Khadans''' since even before they touched down on '''Eden''', originally while they were heavily nomadic and fragmented they still were united culturally towards each other as a whole.  &lt;br /&gt;
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Khadans were split into many different tribes but this only helped build them up with their thought of '''&amp;quot;Unity through Fragmentation&amp;quot;''', which was a philosophy where the ancient Khadans believed even if they were smaller pieces of something larger, they can still be unified as slices due to them still amounting to the same larger picture.    &lt;br /&gt;
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=== Ancient History ===&lt;br /&gt;
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==== The Landing (1100 - 850 B.F.S) ====&lt;br /&gt;
The '''Khadans''' originated in a continent distant from '''Eden''', which was most likely plagued with strife and infighting, causing the ancient '''Khadans''' to leave. It is at this point where they most likely developed their first traditions of unity as seeing their homelands laid to waste cause of wars and chaos would change then forever, due to them not wanting to repeat the same mistakes this is not only the first trace of the '''Khadan''' identity developing but it is also the first traces of them in history. &lt;br /&gt;
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Records show that the ancient '''Khadans''' first landed in the '''Anjyarr''' region around the year '''1100 B.F.S''', meaning that the '''Khadan''' culture on '''Eden''' goes all the way back to the realm of prehistory. While still little is known about their homelands, the speed and ease the '''Khadans''' have shown in not only conquering the desert, but living in it for so long would provide some clues about how similar their old land could have been. &lt;br /&gt;
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When the '''Khadans''' arrived on the eastern shore they had two decisions to make, they either would all go together and find land or split up into small groups and scout the area. While it wasn't the popular choice they ended up splitting up, half of the arriving people went in smaller groups to scout around the coast and the other half would go in smaller groups to scout inland. &lt;br /&gt;
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Although a large number of tribes would result from the split up, there were two main groups of them, the '''Zanmirs''' who went towards the coast and settled there along with the '''Vaemirs''' who went inwards towards the sand dunes and lived there.&lt;br /&gt;
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There were a multitude of large tribes that would be in the '''&amp;quot;Ruling Council&amp;quot;''' among the tribes  on the coast there were the '''Zenithers''', '''Santhiers''', and '''Kieynes'''. Among the tribes inwards there were the '''Valmirs''', '''Waevaz''', and '''Schatons'''. These were the tribes that not only had the best contact with each other, but the parental tribes of the small ones, this came about due to the lack of resources in some areas causing tribes to seek a steady import of them in exchange for knowledge sharing. &lt;br /&gt;
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This trade system was very efficient as all of the main six tribes share three smaller tribes under their wing, while this sounds like it would cause wars to erupt in the region it actually did the exact opposite. The '''Khadans''' have always seeked to be full of knowledge and this system helped out greatly as both the smaller and larger tribes traded with each other.&lt;br /&gt;
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==== The Khadan Consciousness (850 - 600 B.F.S) ====&lt;br /&gt;
The '''&amp;quot;Khadan Consciousness&amp;quot;''' or '''&amp;quot;Enlightenment Period&amp;quot;''' started after the formation of the tribal sharing systems in around '''850 B.F.S'''. &lt;br /&gt;
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It was during this time the tribes came into a shape of their own and the phrase '''&amp;quot;The blade slashes sharper, but the ink sinks deeper&amp;quot;'''. This phrase came about due to the fact the pieces of paper at the time were cut very thin causing the ink to sink deeper into the fibres and occasionally go through to the otherside, it is a good reminder of how potent a written work of knowledge can be in comparison to the light surface slash of a sword. While the knowledge sharing culture spiked at this time there was also another type of culture spike, it was the more regional and specific development between the two groups of tribes. &lt;br /&gt;
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The '''Zanmirs''' developed a culture of growing food and other resources, a shipbuilding and seafaring culture, along with a special combat style. Being in proximity to water and using it in everyday life, the '''Zanmir''' people developed a combat style called '''&amp;quot;Water Dancing&amp;quot;''' which would rely on fast and swift strikes using a trident to disable the opponent.  &lt;br /&gt;
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While this style was quick and agile the '''Vaemirs''' developed another style called '''&amp;quot;Sand Striking&amp;quot;''' which would rely on the use of sand in combat to not only blend in and camouflage but also as a tool to either be thrown in the eyes or other crevices that would cause discomfort. &lt;br /&gt;
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These two different styles had solidified and were shared among the different tribal cultures so they could not only defend each other from the wildlife but also any threat that may rise up.  &lt;br /&gt;
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While some might know these styles and their rip offs as popular among many different races and people today, they got their start with the ancient '''Khadan''' people. Along with the different melee styles they also adopted both a mounted culture with the coastal tribes going for fast and agile horses, and the inner tribes going for bulky strong steeds and large venomous scorpions.  &lt;br /&gt;
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There was also a growth in archery as they developed many different ideas and strategies one of which is the '''&amp;quot;Sand Arrow&amp;quot;''' where they tie a small bag of sand to an arrow and when it hits the target they get both damaged and blinded.  &lt;br /&gt;
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==== The Anjyarr Empire (600 - 330 B.F.S) ====&lt;br /&gt;
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===== Beginnings =====&lt;br /&gt;
In approximately '''600 B.F.S''', exactly six centuries after the Khadans landed in '''Eden''' they had a decision to make. From their first moments here they preached unity however split up due to no real direction of their future, however the growth in their culture and bond had brought them to a point which would forever change history. All the six major tribes had a discussion about their future and the needs of both themselves and the smaller tribes, this shaped what was to come. The talks selected two main tribes to represent each group, the outcomes of which were the '''Zenithers''' for the '''Zamirs''' and the '''Valmirs''' for the '''Vaemirs'''. These were the largest tribes of the '''Khadan''' people and with the future plan set out all the sub tribes formed under these banners. The tribes settled in two different locations, the '''Zenithers''' on the '''Ifriq''' river to the west and the '''Valmirs''' on the '''Kemir''' river to the east. They set up the road network which is used today to get to '''Al-Khadir''' as while the '''Zenithers''' did not build the city they were located near it, in contrast the '''Valmirs''' built at the bottom of the '''Kemir''' river as the soil there was most fertile and ready to crow crops. &lt;br /&gt;
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With the new connection of the main tribes and the consolidation of power within the people, they united for the first time in history officially and called them the '''Anjyarr Empire'''. While the majority of the smaller tribes stayed either in smaller coastal villages or in towns between the sand dunes, all of them would not only have access to free trade between each other directly but also be able to travel back and forth between each other's lands. During the first year of the Empire marks the first recorded use of both the sun and the colours green and orange to represent the people. While all members shared the sun, the green was meant to represent the coastal cities and the large water culture while the orange was meant to represent the '''Anjyarr''' desert and all the people who resided in it. While the flag used doesn't look anything like the modern day flag in design, the colour pallets and symbolism is still there and carries on being important to the people a millennia after the empire. The empire continued to build on their previous cultures as not only had they combined and spread their traditions and values to each other, but the empire also began to unify more. &lt;br /&gt;
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While originally the sixteen tribes of '''Khadans''' were divided into the coastal and inland groupings this was later changed into which tribes were joined into the '''&amp;quot;Ruining Council&amp;quot;''' tribes. The land in between the '''Jungle of Spiders''', '''Spine of Eden''', and the end of the Ifriq was previously composed of four tribes with the most notable being the '''Santhers''', during the phase of '''&amp;quot;Khadan Centralization&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;''' the three smaller tribes were integrated into the '''Santhiers''' as a way to bring not only more unity but to make life easier on the people. With the move being a success the same action was performed on the lands both up and down the '''Ifriq''' river as the smaller three tribes were assembled into the '''Zenithers'''. This helped with the then growth of farming along the river and the integration of desert farming systems into the lower regions. The idea seemed to be a very successful concept and was hence used on the '''Kieynes''', '''Valmirs''', '''Waevaz''', and the '''Schatons'''. The combinations of the tribes sowed the economic ties of them to each other however their culture still remained singularly to themselves and was only spread to the surrounding tribes. &lt;br /&gt;
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The system of six tribes with the two leaders persisted for another centuries until the signing of the '''&amp;quot;Unity Treaty&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;''' in '''550 B.F.S''', where all six tribes were fully integrated into a core governmental system. They crowned their leader with the name '''&amp;quot;Pharos&amp;quot;''' which means '''&amp;quot;Prophet of the People&amp;quot;''' or '''&amp;quot;Leader of the Tribes&amp;quot;'''.&lt;br /&gt;
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===== Golden Age (550 - 350 B.F.S) =====&lt;br /&gt;
The '''Anjyarr Empire''' at this point in history had been around for one out of seven centuries of the '''Khadan''' time on '''Eden'''. While the time it took to form it was impressively fast for a tribal people, what was even more impressive was the time period after they had fully united. The now unified people under the command of the '''Pharoes''' continued to build on their culture but there was a large revolution just around the corner. &lt;br /&gt;
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The first ever celebration of '''Sangh''' took place on the last day of their six century anniversary here. It was during this celebration where a man discovered that building waterways through the desert was a possibility. He brought his discovery to leader at the time '''Pharos Tusea''' who approved of the idea to aid out the tribes of the inner desert.  &lt;br /&gt;
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At the start of their second century as an empire, in '''400 B.F.S''' they began the construction of the '''Liben Canal''' which would provide water to the places between the '''Ifriq''' and '''Kemir''' rivers. The construction took nine years and in '''391 B.F.S''' after the canal was done it was a sight to behold. It stretched half the size of the other river inwards but it had a secret to it, at the end it forked into a west path which would go further towards the Ifriq and the east path which would go further towards the '''Kemir'''. &lt;br /&gt;
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It was lined on the inside with chiselled sandstone as they believed the small spaces in the stone for the water to gather through in the space would help keep any excess water in the canal. It was lined with trees and columns announcing it which were encrusted with gold and silver patterns, and on the side there was a small amount of grass and plant growth which made it look more like a mirage than a real thing. This move increased food productivity in the empire as not only were the west and east rivers the main production centres, but now the middle of the country could also pump out food. With three regions handling food production this led the country into a large population jump, which coincided with the job market exploding with an increase in mining, farming, and political jobs they were properly thrust into a different era. The one strangest part of this is that while the country as a whole was boosted, the smaller cultural aspects actually didn't grow and instead returned to their native region.  &lt;br /&gt;
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The tribal cultures seem to have returned but this did not hurt the empire actually it aided it, with the density of local culture returning each place felt special again causing a large tourist culture to sweep through the nation. It has been estimated that the '''Anjyarr Empire''' at its peak was between '''700 million''' to '''1.3 billion Andros'''. The people here were not only rich in currency but they were also rich in materialistic materials such as gold, silver, and gems which would remain dense in the region even in modern times. They developed versions of silk like fabrics which were popular amongst the wealthy for it's soft texture and it's heat durability. &lt;br /&gt;
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The modern day '''Anjyarr''' is a shell of its former self from this era and imagining it might be difficult for some, but no matter what the people still remained.  &lt;br /&gt;
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===== Disappearance of the Pharos (350 - 330 B.F.S) =====&lt;br /&gt;
The '''Golden Age''' of the '''Anjyarr Empire''' lasted more or less for the span of '''200 years''' (from '''~550-350''') , it was led by the important '''Pharos''' ruler family which remained the same since the founding of the title. The importance of the '''Pharos''' is not to be understated, the '''Pharos''' role was one of the first offices made by all the tribes and all sixteen tribes (officially six) they trusted a singular family to guide them all. This office idealised the concepts of unity in the '''Khadans''' and they were loved and respected, this legacy lasted all the way until the '''200th''' '''Sangh''' celebration. &lt;br /&gt;
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On this day it started like most others however it ended in tragedy, towards the end of the nightly celebrations the '''Pharos''' was killed in a freak accident when he lost control of his horse and was flung into the canal, drowning to death. The loss of their political and spiritual leader heavily damaged the nation and within the next few weeks the family had withdrawn from the public, some spread rumours they went back to their home continent while others stated they had killed themselves to save face. Whether either of these are true is unknown, either way the '''Pharos''' family without a suitable heir to replace the position has disappeared on the tribes when they needed them the most. Due to this the country turned to the largest tribes, the '''Zenithers''' and the '''Valmirs''', to dictate their future. Both tribes were loyal to each other and were heavily loyal to the '''Pharos''', the '''Pharos''' family was actually started due to an inter marriage between the tribes. &lt;br /&gt;
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The writing was on the wall for the empire as both tribes claimed to be rightful rulers of the empire which led to a series of political infighting. &lt;br /&gt;
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==== Anjyarr Civil War “War for the Liben” (330 - 320 B.F.S) ====&lt;br /&gt;
The '''Zenithers''' and '''Valmirs''' while they separated back into the claims of their tribes with the '''Zenithers''' controlling the west of the country and the '''Valmirs''' controlling the east in '''330'''. Where they still officially were fighting over who should become '''Pharos''' of the '''Anjyarr Empire''', in reality what happened was they were just fighting for the territory so they could carry on the name. &lt;br /&gt;
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With the west and east secured it left the centre of the country very vulnerable as it had both become a large food production area and it also hosted the '''Liben Canal'''. Both tribes went to war over the control of the '''Liben''', the war started and was &amp;quot;fought&amp;quot; for five years ('''330-325''') as just small skirmishes around the canal until a '''Valmiri''' soldier thought he spotted what appeared to be the body of the last '''Pharos'''. &lt;br /&gt;
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This discovery caused the '''Valmiri''' military to push in fully on the canal as they saw the recovery as a huge reputation and status boost they could use to rightfully claim the title. A 15,000 strong '''Valmiri''' force under the control of then leader '''Cleota Valmira'''. They didn't expect any resistance and hence ran into the boundaries of the canal to secure the area so they could start recovery, however what they didn't expect was for there to be a '''Zenitheri''' garrison of 8,000 guarding it. &lt;br /&gt;
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As the '''Valmiris''' ran in they were hit with heavy arrow barrages that for those who weren't killed or injured caused them to flee. '''The Battle of Liben''' had properly gotten underway as the current '''Valmiri''' troops were reduced to 14,200 and the '''Zenitheri''' garrison had fallen to 7,500. These were the only troops who were going to fight this battle as both tribes agreed it would be in poor taste for an all out blood bath to occur in the same place as the '''Pharoe’s''' body. &lt;br /&gt;
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The battle went on for another two years ('''323-321''') without any melee action as most of the action was either archer battles or psychological warfare involving shooting rotting cow corpses over to the other side. During '''320''', the third official year of the battle, plans were made by the '''Valmirs''' to use their number advantage in an all out rush of the canal during the night time. During that year's '''Sangh''' celebration the '''Valmiri''' troops were supposed to strike the other camo but something happened, as they were half way over the canal they met the remaining '''Zenitheri''' troops who had seen this coming and marched to counterattack them. The '''Valmiri''' were overcrowded and spent more time trampling each other than actually fighting back against the '''Zenither'''i troops, it was starting to become a massacre and so the '''Valmiri''' decided to collapse the remaining parts of the canal, pulling back as many people as possible. Out of their remaining 7,000 troops they managed to pull back 6,000 of them as '''Cleota''' and the remaining 1,000 troops fought off the '''Zenitheri''' forces. &lt;br /&gt;
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The canal collapsed killing both the remaining 1,000 '''Valmiri''' troops including '''Cleotra''' along with 5,000 '''Zenitheri''' troops; it also buried the body of the '''Pharos''' under tonnes of sandstone and sand, which to this day has never been recovered or seen again. As result of the slaughter 15,000 men layed dead and '''Liben Canal''' had been destroyed. &lt;br /&gt;
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This series of events quickly ended the war between the two tribes as they were too busy trying to recover their dead to bear hatred towards each other, most of the stability and treasury of the empire was either destroyed or reduced to a fraction of itself, with now power only coming from the western and eastern lands instead of a central source.&lt;br /&gt;
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==== Decade of Disarray (320 - 310 B.F.S) ====&lt;br /&gt;
After the '''War for the Liben''' ended, both tribes not only had lost a large amount of their military force but they also lost the support of most of the small tribes. While both the '''Zenither''' and '''Valmir''' tribes maintained their foothold over the '''Ifraq''' and '''Kemir''' rivers, the tribes ranging from to their sides and in between them split off. The tribes lost faith in their fellow man and decided to no longer rely on the large tribes, as thanks to them the first Khadan blood was spilled.  &lt;br /&gt;
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Over the next two years the smaller tribes slowly started to break away and become independent, the remaining four larger tribes of which the smaller ones had been fed to, decided to let them go their separate ways. Oh how cruel fate was they had gone from a unified people to sixteen fragmented tribes in '''10 years''', also thanks to conflict again. The saddest part about the '''Decade of Disarray''' is that some of the smallest tribes had completely removed their settlements which had been there for centuries and had to join up with some of the more medium sized tribes to properly break away.&lt;br /&gt;
The last year when there are proper records of all sixteen tribes was the year '''318'''. The smallest tribes such as the '''Tahmons''', '''Schatons''', and '''Impevers''' for the '''Vaemirs''' ended up being absorbed both culturally and politically into the more medium tribes such as the '''Giaentz''' and '''Draetons'''. The smallest tribes for the '''Zanmirs''' such as the '''Taoneys''', '''Auknieys''', and '''Dieyniers''' are absorbed into the '''Aoshiers''' and '''Jaliers'''. The smallest tribes being mixed into the medium tribes just to survive, cause a very large grudge to form against the largest two tribes among most of the '''Khadan''' people.&lt;br /&gt;
While '''318 - 315''' for many of the smaller tribes were the worst years of them as they had to forget who they were and blend into another people, during this set of three years the more medium sized tribes such as the '''Giaentz''', '''Draetons''', '''Aoshiers''' and '''Jaliers''' they experienced a weird sort of resurgence as they amount of small tribes being absorbed had actually allowed them to equal the larger tribes in terms of population. &lt;br /&gt;
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As '''314''' dawned on the '''Khadan''' people, there were ten tribes amongst them, but this would not be in vain as the medium sized tribes would start their revenge plan. While this was all going on in the lesser sized tribes, the largest two tribes had returned to a decent level of stability among both of them as they not only had upped their food production to sizes that could support them again, but they also managed to end the hostilities present between the two and start a slow merge which would take the remainder of the decade. &lt;br /&gt;
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==== '''War of the Anjyarr Confederacy (310 - 295 B.F.S)''' ====&lt;br /&gt;
In the year '''310 B.F.S''', the plans of the medium sized four tribes (+ the six smaller ones) became a reality as they formed the '''Anjyarr Confederacy'''. It was composed of the tribes which had been inland the most even if it left out some '''Vaemirs'''. &lt;br /&gt;
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Seeing this move the '''Zenithers''' and '''Valmirs''' had formed a pact with the tribes near their land called the '''Al'Hadar Alliance'''. The '''Al'Hadar Alliance''' consisted for six active tribes which were the '''Zenithers''', '''Santhiers''', '''Kieynes''', '''Valmirs''', '''Waevaz''', and '''Schatons''', these all sharing land borders with each other made them the best decision to assist as the time for troops to arrive would be short and cost effective. &lt;br /&gt;
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In the mid months the '''Anjyarr Confederacy''' had declared war on the '''Al'Hadar Alliance''', casting yet again another civil war on the '''Khadan''' people. The '''Anyarri''' fighters used entire small tribes as shock units and sand archers while the main force consisted of their soldiers, in comparison on the '''Alliance's''' front they had similar amounts of manpower and the advantage of being lethal near water. &lt;br /&gt;
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The war kicked off to another slow start as the first 5 years showed little if any combat as the '''Anjyarri''' were staying inwards and '''Hadari''' were staying out towards the coast. It wasn't until the year '''305''' where an '''Aoshieri''' decided to set up a camp on the outer edge of the northern desert did anything happen. A small camo consisting of '''Tahmons''' and '''Taoneys''' was made to lure the units towards it as it would be an easy target and cripple the '''Anjyarr''' manpower. &lt;br /&gt;
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In the later months of '''305''', the '''Hadari''' troops under the command of '''General Alriki Waevaz''' decided to leave their position and assault the camp. The invading '''Hadari''' force numbered around 19,000 strong which in comparison annihilates the '''Anjyarri''' defending force of around 800 people, however there was a trick up the '''Confederacy's''' sleeve. As the 19,000 strong army approached within 60ft of the camp, the defending force which was ready to face them fell back into the surprise attack '''Anjyarr''' ranks, as they fell into their formation the '''Hadari''' army was bombarded by hundreds of sand arrows which cut down their organisation and visibility. &lt;br /&gt;
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The '''Hadari''' force stopped their assault and quickly backpedalled away from archer range, at the same time they sent out their elephant archers to engage in a skirmish battle with the '''Anjyarri''' sand archers. '''The Second Battle of the Liben''' lasted around three entire days of fighting and resulted in the losses of around 700 out of the '''Hadari's''' 19,000 and close to 400 for the '''Anjyarri's''' 18,000. This battle swung the war into a more balanced state as both the military numbers were close along with the moral swap, Alriki knew he had been defeated tactically so he decided to get revenge. As he retreated he split his army into two halves, with the first split group numbering 7,000 he sent it east towards the '''Kemir''' river in plain sight of the '''Anjyarri''' troops. &lt;br /&gt;
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The bait seemed to not have worked but a few days later, now in 304, there were reports the '''Anjyarri''' army was on the move and pursuing the smaller force. The commanding '''Anjyarri General Fexs Aukniey''', decided to pursue because he believed he could quickly crush the force; they travelled for nine days until they finally caught up to the '''Hadari''' camp. The now 17,500 troops for the '''Anjyarri''' barrages the camp with arrows to try to get easy pickings, this caused the '''Hadari''' to send out their elephant riders in order to prevent this from doing too much damage. &lt;br /&gt;
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The '''Anjyarri''' started marching on the camp and both the elephants and archers pulled back due to the risk level for them. '''The Battle of Vemez''' started as the 7,000 strong '''Hadari''' charged out of the city into the ranks of the '''Anjyarri''' troops, they were engaged in heavy melee combat with again both the archers and elephants repositioning in order to defend their unit's flank. The battle went on for around 10 years and not much progress was made due to the constant attacking and falling back of the '''Anjyarri''' to preserve men and resources which also opened gaps for the '''Hadari''' forces to gather supplies to keep them stocked, until one early morning in mid '''295'''.&lt;br /&gt;
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Being outnumbered by over '''2-1''' had improved their defensive position as they could stack more men in their ranks, however them being on the defensive would not last long as '''Alriki''' emerged out of the dunes behind the '''Anjyarri''' force, completely wiping out their archers and putting a full fledge assault on their flank. The now 23,000 strong '''Hadari''' force had finally recombinded and they were able to trap the enemy troops between them. Knowing that this was very bad '''Fexs''' decided to try to pull away from the city and get closer to the lake, this was a large mistake as even though he inflicted heavy casualties on the city based '''Hadari''' force, he also drew his men close to the water. &lt;br /&gt;
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Seeing his chance, '''Alriki''' ordered the '''&amp;quot;Water Dancers&amp;quot;''' to pursue, the result of which was an absolute slaughter as their quick and agile movements in the darkness caused hundreds to either attempt to fight an invisible foe or to flee into the lake. After four hours of slaughter '''Alriki''' called the troops back from perusing and decided to rally his troops in the north. '''The Battle of Vemez''' was the bloodiest battle fought in the '''Anjyarri''' region, as 12,500 out of 18,000 losses were suffered for the '''Anjyarri''' units in comparison to the Hadari's 8,500 out of 23,000. The crushing defeat of morale and manpower that swept across the '''Anjyarri Confederacy''' resulted in a peace treaty being signed mere days after the battle ended.&lt;br /&gt;
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==== '''Fivefold Fallout (295 - 290 B.F.S)''' ====&lt;br /&gt;
After the war the '''Khadan''' humans were faced with a near wipe out of the smaller tribal cultures. The war had been deadly and tens of thousands laid dead across the land, among these dead were the last major remains of the '''Valmir''' tribe. &lt;br /&gt;
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While the tribe was not completely destroyed, it had enlisted too many men for the military and had lost not only thousands of soldiers, but it lost its ability to rebound quickly. As a result of the bloodshed in the war numerous things unfolded over the next few years. We start in '''295''' right after the war ended as both the '''Anjyarr Confederacy''' and the '''Al-Hadar Alliance''' disband causing a slight ease in relations among the tribes. &lt;br /&gt;
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At the same time efforts were organised by the different tribes to gather their dead and to give them a proper burial. They ended up choosing to treat the city of '''Vemez''' as their burial ground, the families would pick a room inside a house to place their loved one in, and then adorn them right before they set the room on fire. The entire city was burnt down with multiple more bodies needing to be burnt in the streets and even out towards the sand dunes, the capital of the '''Valmir''' tribe for centuries was cleansed through flame due to their sins. &lt;br /&gt;
&lt;br /&gt;
After the '''Decade of Disarray''', only ten of the sixteen original tribes remained, but after that this number would shrink ever further. In the western reaches of the '''Zanmir''' tribes on the '''Ifraq''' river, the '''Zenithers''' remained strong and powerful but the '''Santhiers''' and '''Kieynes''' were heavily damaged and needed to recover, hence in '''294''' the three tribes combined under the '''Zenithers''' title or the '''Ifraq Tribal Confederacy'''. Also in '''294''', furthermore on the western side, from the land near the jungle up towards the sand dunes which touch the '''Spine of Eden''', the '''Jaliers''' and '''Aoshiers''' also decided to join forces under the new name '''Hesine'''.&lt;br /&gt;
&lt;br /&gt;
In the eastern lands near '''Akmat's Tomb''' during '''292''' the tribes of the '''Draetons''' and '''Giaentez''' decided to combine under the new name '''Medunse''' in order To prolong their survival, as their lands did not have claim to any large water sources. Finally in '''292''' after multiple years of work, the '''Valmir''' and '''Waevez''' tribes of the lower and upper '''Kemir''' combined under the '''Valmir''' or '''Kemir Tribal Confederacy''' name. It took years of work to not only join these tribes together through ways of transportation but also they needed to rebuild the '''Valmir''' capital which ended up being called '''New Vemez'''. &lt;br /&gt;
&lt;br /&gt;
The only tribe which did not combine during this time was the '''Schatons''' of the central '''Anjyarr''' desert which was able due to their rather small size to remain independent from any absorption and was the only tribe from '''&amp;quot;The Landing&amp;lt;nowiki&amp;gt;''&amp;lt;/nowiki&amp;gt;''' to stay culturally independent from anyone else during all of history so far. In the following years of '''291 - 290''' the tribes rebuilt and integrated even further, it is at this stage that the period gained the name '''&amp;quot;Fivefold Fallout&amp;quot;''' due to the five remaining tribes after the War of the '''Anjyarr Confederation'''. &lt;br /&gt;
&lt;br /&gt;
==== '''Century of the Scimitar  (290 - 200 B.F.S)''' ====&lt;br /&gt;
As the tribes were forced to move on from the war and fight their way to stability, small pockets of tribe members turned to sabotaging tactics towards their rivals. Through much of '''Anjyarr''' region the only real way to get supplies delivered was either through boat, or through a caravan. The coastal tribes had developed a large naval industry with the defensive capabilities hence this was not tried. However, very few tribes actually had guards to protect their caravans and usually just left them alone as there was no point in attacking them.  &lt;br /&gt;
&lt;br /&gt;
However at this stage there were still people upset at each other; they had lost family, blood, and land to some of the other tribes and they believed a half-fought war wasn't good enough. Directly after the end of the '''Fivefold Fallout''', small camps started popping up along major roads and through small back trails. They started as being nothing but a small campsite with a fire and four to five tents. However by '''285''' they had grown quite large, usually housing over twenty tents and including a single coloured flag which would identify it at a distance.  &lt;br /&gt;
&lt;br /&gt;
These were small raiding camps which would attack any caravan belonging to the rival tribes. There were many set up all over the '''Anjyarr''' desert by disgruntled '''Schatons''' members which had lost homes during the '''Second Battle of Liben''', and as their lands were impossible not to cross through they got heavy traffic. The main body of the tribes did not support these as they felt it both caused political and economic problems in the people and wished to avoid that. &lt;br /&gt;
&lt;br /&gt;
However in reality there was not much to do as they were loose bands of people so capturing them was nearly impossible, so in '''270''' after two decades of raiding parties causing problems the '''Khadan''' people devised a plan. As they were naturally good salesmen no matter what their path in life was, they ended up having ex-military or militia members act as the traders when they sent out caravans. It would not be until the raiders would engage in the raid that they would find out their mistake. &lt;br /&gt;
&lt;br /&gt;
To conceal their identity many of these men carried a scimitar, a small curved sword which could be hidden quite well under all the robes they wore, this was a smart decision to carry as it was very unexpected in the raiders and many would even run away before going through with it. These new caravans were widespread everywhere and to make sure they worked they were then equipped with both bows so they could fight from a range, but also they were put out for the remainder of the century to make it clear this would be the normal now. &lt;br /&gt;
&lt;br /&gt;
While the first part of the century saw close to '''1 billion Andros''' worth of goods stolen in total all across the land, by the end of the century they had actually recovered nearly '''90%''' of the goods stolen. While this started out bad for the '''Khadans''' and it would seem that they would go through even more turbulence, the raiders were challenged early enough to where by the end of the period there were no more raider camps reported among roads. &lt;br /&gt;
&lt;br /&gt;
==== '''Rebuilding (200 - 160 B.F.S)''' ====&lt;br /&gt;
Following the '''Century of the Scimitar''' and the reconquering of the caravan systems, one might assume everything would be okay. That is not entirely false yet rebuilding land that was lost or destroyed is not the easiest. At this point the empire had only ended more or less '''100 years''' ago and there were already two major wars that ripped through the land, however they started from nothing before so they could do it again.  &lt;br /&gt;
&lt;br /&gt;
At the start of the rebuilding period from '''200 - 160''', they were at '''1/7th''' the population of the '''Anjyarr Empire''' and they had '''1/20th''' the amount of money, but the raw materials were still there. In the centre desert there were still vast amounts of gems to mine, in the west there was still lots of silk to make, and in the east there was still valuable ore and food production that never ceased. Now that the tribes were at peace and had settled down they could once again enjoy these again without fear of dying the next day. Between '''188''' and '''185''' there were multiple trade leagues set up such as the '''Ifraq Trade Association''' in the west which traded silk and linen, the '''Schaton Emporium''' in the centre which sold gems, and finally the '''Kemir League''' in the east which mainly focused on selling ores to rebuild themselves as they needed the food to stock. While the recent series of events were tragic they might have actually helped the '''Khadans''' out in the long run as all the tempers between the different tribes were able to be quelled. The ease of tensions was noted as having reached almost pre war levels in around '''173''' as the trade leagues had combined into the '''Anjyarr Trade Pact'''. This was done to lessen the prices of buying from across the desert, the profits didn't actually drop though due to the increase in purchases. The economy of the '''Khada'''n people had risen quite substantially and by the end of the '''Rebuilding''' period they were able to rekindle a small part of that economy as they went from 1/20th to 1/9th and the population went from '''1/7th''' to '''3/5ths'''. While some claim that absorbing tribes into each other is not that big of a deal as they still maintained their land and cultural identity, what bothered them was it voided the philosophy they had followed for centuries. Even under the '''Anjyarr Empire''', the tribes were treated as independent countries except they had the choice to join into the '''&amp;quot;alliance&amp;quot;'''. The philosophy they had been following for centuries ever since they landed was gone, so another one was made to fill it's spot. &lt;br /&gt;
&lt;br /&gt;
==== Founding of [[Tarik il Iʂik]] (150 - 120 B.F.S) ====&lt;br /&gt;
'''&amp;quot;The Path&amp;quot;''' came about in '''150 B.F.S''' due to the teachings of a man only known as '''&amp;quot;The Priest ''''&amp;lt;nowiki/&amp;gt;'. It started in '''Zenfey''', the capital of the '''Zenither''' tribe and of the '''Ifraq''' river. It adopted the core basics of the philosophy that dates back over '''800+ years''', however the twist is that it is an official religion. Before it was thought of as a way to think of life, but now it is being thought of as a way to believe in life. '''&amp;quot;The Path&amp;quot;''' emerging out of the '''Rebuilding''' period isn't a surprise, as refinding previous ideologies in a time of strife is very common amongst all races.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;The Path&amp;quot;''' started spreading amongst the '''Ifraq Tribal Confederation''' in early '''148''' and by '''145''' it had completely enveloped the region. Then later between '''142''' and '''138''' it started making its way and spreading towards the '''Schaton''' tribe in the centre of the desert. It took a while to start rising there but by '''131''' it was in full effect and had become a mainstay in the region. Now being majorly present in '''2/3''' regions by '''130''' it wouldn't take long to pop up in the eastern regions, which it did exactly in '''127''' where it made its first splash in the '''Kemir''' region in '''New Vemez'''. &lt;br /&gt;
&lt;br /&gt;
While in this region the tribes were a bit more spread out, having almost been wiped out a few decades previously had caused the ideals to spread at a rate faster than it did in Ifraq. By the end of the '''120's''' '''&amp;quot;The Path'''&amp;quot; was the main belief system of the '''Khadans''' and was present in all major regions and cities. The core belief of '''&amp;quot;The Path&amp;quot;''' had been present in the '''Khadan''' culture for close to a millennia at this point, and while nothing new to the people, the different outlook and explanation of it caused a huge resurgence in the ideals.  &lt;br /&gt;
&lt;br /&gt;
==== Century of Stability (120 - 40 B.F.S) ====&lt;br /&gt;
'''Following both the resurgence of the tribal structure along with the creation of''' “The Path”''', the''' Khadan '''people had re-entered into an age of prosperity however this was unlike the last ones as it had spawned an unlikely revolution.''' &lt;br /&gt;
&lt;br /&gt;
Throughout the history of the '''Khadans''' there had been multiple developments such as canaln systems, transportation systems, and the system which boosted agriculture, mining, and textile crafting. However all these had either been long established or had died out long ago, while the agricultural revolution occurred to help increase the amount of food produced the culinary movement was just getting under way. This time period could also be called the '''“Culinary Century”''' as there were great leaps made for the creation of new food ideas. Starting towards the end of the year '''120''' when an unknown man from the '''Schaton''' tribe had published a book known as the '''“Asba”''' which was a '''100''' page cookbook documenting the steps to make '''70+''' meals for even the poorest of families. While for the first few years of it’s publication the book enjoyed moderate popularity and use among the '''Schaton''' tribe, by the year '''115''' it had made it to both '''New Vemez''' and '''Zenfey'''.This had not only spread it to a larger market due to these being effective capital cities of the '''Khadan''' people, but it also had spread it to major food production areas which could aid in the supply-demand industry. Between '''113''' and '''110''' both cities had started mass recreations and republishes of the book, some of these involved the addition of more local dishes, while other variations included alternate recipes for the ones featured. The '''Khadan''' people had always loved food but the increase of creativity when it came to what they could eat had inspired them even further. While the following years saw more and more recipes and books printed to an even larger audience, in the year '''97''' there was another revolution. &lt;br /&gt;
&lt;br /&gt;
Stemming from the city of '''Zenfey''' a book series was published titled '''“Miza”''' which included multiple different concepts of not only alcoholic beverages but also how they could be mixed together. The cocktails ranged from whiskey, gin, wine, and even a non-alcoholic drink made from the native cactus population. The '''Khadans''' were not heavy drinkers and tried to avoid getting drunk at all costs as it could put them and others into danger, however they also had a decently high tolerance meaning that the amount of room available shot up higher then imagined. Both the culinary and cocktail revolutions were in full swing and by the year '''90''' there had been '''250+''' food recipes and '''150+''' cocktails created out of anything edible, along with this there were an estimated '''5,000''' copies of both the '''“Asba”''' and '''“Miza”''' out amongst the '''Khadan''' people. All tribes saw prosperity from this period as they either grew wheat, sugar, some sort of indemand plant, or had an abundance of spice to spare, this meant that the money constantly flowed back and forth ensuring economic stability and the people were happy as there were so many options to try out each day. Both the culinary, textile, social, and agricultural industries grew to even larger heights and for a span of '''40 years''' ('''90 - 50 B.F.S''') they were the peak of the '''Khadan''' economy. &lt;br /&gt;
&lt;br /&gt;
It is believed these efforts are owed to the creation of '''“The Path”''' as it had increased creativity enough to bring this upon them, which caused a large uptake in religious involvement among the people. As the century came closer to ending there was a final wave of recipes shared, which came from each tribe's unique culinary culture which started in the year '''47''' B.F.S and continued till '''40'''. Each of the sixteen tribes which were still around culturally had started a publication of their own recipes which had been in their tribes for centuries. These were picked up in the trade market and by the end of the age you could find '''Hesine''' recipes and food in the possession of '''Medunsi''' and vice versa. While the economic effects could not be understated, this also did a lot to improve the relations of the tribes back to that of the '''Anjyarr Empire''' days, as when the time came to a close there was the next step in '''Khadan''' society. &lt;br /&gt;
==== '''Twilight of the Old Era (40 B.F.S - 1 B.F.S)''' ====&lt;br /&gt;
As the '''Century of Stability''' faded from a hot new revolution to present aspects of '''Khadan''' society everything had relaxed. The wars of the last two centuries had faded from the minds of nearly everyone and there was no focus on improving more overlooked aspects in life. After the culinary revolution they started on improving education as it hadn't been updated in a long time. &lt;br /&gt;
&lt;br /&gt;
In '''40 B.F.S''' all of the tribal leaders had a meeting to discuss what they could do about it, they came to a decision rather quickly and by the time '''40''' turned to '''39''' they had an organization founded. The '''K.E.S''' ('''Khadan Educational System''') was founded and started implementing multiple schools throughout the tribes, they taught the most vital bits of information such as how to read, write, speak, and do math to an advanced degree. They also helped people when it came to jobs as whatever job was most needed or important in the tribe had experts go in and teach the students how to be a worker. The schools were not based on age and people of all ages and walks in life attended to upgrade their wellbeing.  &lt;br /&gt;
&lt;br /&gt;
Between '''40 - 28 B.F.S''' the schools had focused mainly on the region they were in however starting in the late months of the '''year 28''' they started to change this. Important members from each tribe went around to each other's schools to help teach and inform the students there about their culture and jobs that would be available there. This actually kicked off an exchange student system where different tribes would swap around students to both learn about their culture but also to get more workers. The fruits of these trades were great and every industry from agriculture to textile to naval to even the military grew in both workers and profit. The '''Khadans''' had lost a lot when their empire fell but they were able to turn it around in the shortest time humanly possible as when the '''year 20''' came to a close they had surpassed the economy of the '''Anjyarr Empire'''.  &lt;br /&gt;
&lt;br /&gt;
Each tribe had actually seen a large jump in their personal infrastructure along with the infrastructure of the tribe they were joint to, due to the good profit made from this the combining of tribes was celebrated as the best possible decision. While the school reform was going on there was also a sort of '''Khadan''' cultural revolution occurring with the development of both their language and naming conventions. Life amongst the Khadans had improved and their religion '''&amp;quot;The Path&amp;quot;''' was just about to have a major event go down. A priest born in '''New Vemez''' but who mainly teaches in '''Zenfey''' gained fame by not only providing food to the local population for free, but also because he had helped in the improvement of education. This man was widely loved throughout the '''Khadan''' people and they all looked to him for help when it came to their spirituality. Decades after he started as a lower ranked priest he had been to every tribe and met thousands of people to provide wisdom and his peaceful aura. The '''Khadan''' people had entrusted him with their worries when it came to things such as death as he had a different way of explaining the core values of '''“The Path”''' which had made his words more diverse. &lt;br /&gt;
=== '''Daybreak of the New Era (1 A.F.S - 30 A.F.S)''' ===&lt;br /&gt;
As one year faded into another, the '''Khadan''' people decided to take his teachings to heart and develop on what he said. This marked the start of a completely different time as this was going to be where the '''Khadans''' grew and developed to their highest extent. The people once fleeing from a warstruck country now had tamed a desert and had taken control over their lives. They had reached higher levels then expected of a tribal desert people due to their love and respect for eachother. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the increase of education the history of them started to get shared more, and many wondered about their home land and what was there. The issue they ran into was that they did not know the directions back there and hence could not return. So since they could not go backwards they went forwards into the stars. The '''Khadans''' had developed a telescope and started using it to look in the sky during the day, which did not bear much success for anything. However at night time they were finally able to see the small dots of light as if they were standing near it. They saw bright glowing greens, blues, and yellows which seem to be the aura of these giant spherical objects in the night sky. &lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=4097</id>
		<title>Necromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=4097"/>
		<updated>2023-06-27T15:16:06Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Necromancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Soul Gem&lt;br /&gt;
| Paths = Soul-Destined '''·''' Death-Destined&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. &lt;br /&gt;
&lt;br /&gt;
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. &lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Necromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Wizard&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Master Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Arch Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Soul-Destined ===&lt;br /&gt;
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Raiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Awakener&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Materialiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Summoner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Enchanter&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Death-Destined ===&lt;br /&gt;
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Executioner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Assassin&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Reaper&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Lesser-Lich&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl5 - Lich&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. &lt;br /&gt;
&lt;br /&gt;
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Consumption&lt;br /&gt;
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.&lt;br /&gt;
&lt;br /&gt;
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.&lt;br /&gt;
|Fail = The caster wastes their energy and fails to capture the soul successfully.&lt;br /&gt;
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.&lt;br /&gt;
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blight&lt;br /&gt;
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Any entity inside the spell's range will suffer a life drain of D3 on the caster's turns (including the casting turn) for 1 round. The necromancer may target 1 player to be trapped if they are within the spell's range when cast. They will need to roll a D20 on their turn to escape if they are trapped. If they succeed in rolling a 11+, they may escape.&lt;br /&gt;
|Fail = The Necromancer will end up harming themselves by experiencing an energy drain, causing their next casting roll to be modified with -1.&lt;br /&gt;
|Succ = The spell's damage becomes 2d2.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancers can cleanse the blighted area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone of Battle&lt;br /&gt;
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.&lt;br /&gt;
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.&lt;br /&gt;
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.&lt;br /&gt;
|RedLines = Only one bone can be active by the caster at all times. The bone cannot use the same action more than 2 times in a row. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lesser Reanimation&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.&lt;br /&gt;
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.&lt;br /&gt;
|Succ = The animal heals possible injuries it sustained during its life.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Skeletal Grasp&lt;br /&gt;
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.&lt;br /&gt;
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.&lt;br /&gt;
|Succ = The claws are sharper, dealing D2 damage to targets in the area.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Death&lt;br /&gt;
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.&lt;br /&gt;
&lt;br /&gt;
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.&lt;br /&gt;
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.&lt;br /&gt;
|Succ = The wall stays for D4+2 rounds.&lt;br /&gt;
|RedLines = Only one wall may be active at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rotting Injection&lt;br /&gt;
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.&lt;br /&gt;
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.&lt;br /&gt;
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.&lt;br /&gt;
|RedLines = –&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Weapon&lt;br /&gt;
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.&lt;br /&gt;
&lt;br /&gt;
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.&lt;br /&gt;
|Succ = The weapon always inflicts the -3 affliction.&lt;br /&gt;
|RedLines = Someone may not dual wield a soul weapon and a real weapon.&lt;br /&gt;
&lt;br /&gt;
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reanimate Dead&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.&lt;br /&gt;
&lt;br /&gt;
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
Str 0&lt;br /&gt;
Def - None&lt;br /&gt;
Agi - None&lt;br /&gt;
Int - None&lt;br /&gt;
&lt;br /&gt;
HP: 1 per undead in the horde&lt;br /&gt;
&lt;br /&gt;
Movement: 4 meters&lt;br /&gt;
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.&lt;br /&gt;
|Succ = The body looks slightly more lifelike and less like an undead.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.&lt;br /&gt;
&lt;br /&gt;
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.&lt;br /&gt;
&lt;br /&gt;
Each horde can only have a max of 8 undead.&lt;br /&gt;
&lt;br /&gt;
This can potentially revive permanently killed characters, if the caster is able to find and use the corpse / head of the desired character. To retrieve a head, a Lore Master must be present.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Coil&lt;br /&gt;
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. &lt;br /&gt;
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. &lt;br /&gt;
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.&lt;br /&gt;
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Breath of Life&lt;br /&gt;
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:&lt;br /&gt;
&lt;br /&gt;
Strength +1&lt;br /&gt;
Defense +2&lt;br /&gt;
Agility -2&lt;br /&gt;
Intelligence +1&lt;br /&gt;
HP 7&lt;br /&gt;
&lt;br /&gt;
The gargoyle does unarmed attacks that deal 1 damage per successful attack.&lt;br /&gt;
&lt;br /&gt;
If the gargoyle possesses a nearby statue, its HP raises to 15.&lt;br /&gt;
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.&lt;br /&gt;
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reaped Grounds&lt;br /&gt;
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.&lt;br /&gt;
&lt;br /&gt;
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.&lt;br /&gt;
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.&lt;br /&gt;
|Succ = The reaped grounds stay for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell requires 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.&lt;br /&gt;
&lt;br /&gt;
A Loremaster must be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Soul Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Arise&lt;br /&gt;
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 2 meter&lt;br /&gt;
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.&lt;br /&gt;
&lt;br /&gt;
This creature will act after the caster's next turn with the following stats:&lt;br /&gt;
&lt;br /&gt;
Str +1&lt;br /&gt;
Def -2&lt;br /&gt;
Agi +0&lt;br /&gt;
Int - unusable.&lt;br /&gt;
&lt;br /&gt;
HP: 3&lt;br /&gt;
|Fail = The caster loses control over the creature, and it starts attacking the caster.&lt;br /&gt;
|Succ = The creature is slightly sturdier and has 5HP.&lt;br /&gt;
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Chain&lt;br /&gt;
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. The caster deals an extra +1 damage to this target.&lt;br /&gt;
&lt;br /&gt;
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.&lt;br /&gt;
|Fail = The chain fails to manifest at all.&lt;br /&gt;
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.&lt;br /&gt;
|RedLines = Only one target may be chained at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Steed&lt;br /&gt;
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.&lt;br /&gt;
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.&lt;br /&gt;
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.&lt;br /&gt;
|RedLines = This spell costs 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
The steed can be targeted as any normal mount could.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Banshee's Calling&lt;br /&gt;
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.&lt;br /&gt;
&lt;br /&gt;
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.&lt;br /&gt;
&lt;br /&gt;
The Banshee has 6 HP&lt;br /&gt;
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The banshee stays for the maximum amount of time.&lt;br /&gt;
|RedLines = Only 1 banshee can be spawned per necromancer at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Expulsion&lt;br /&gt;
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.&lt;br /&gt;
&lt;br /&gt;
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.&lt;br /&gt;
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.&lt;br /&gt;
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.&lt;br /&gt;
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = The Rotting Dance&lt;br /&gt;
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.&lt;br /&gt;
|Fail = Half of the creatures are summoned instead.&lt;br /&gt;
|Succ = The spell summons the max amount.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Presence&lt;br /&gt;
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds.  &lt;br /&gt;
&lt;br /&gt;
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.&lt;br /&gt;
&lt;br /&gt;
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.&lt;br /&gt;
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of the Undead&lt;br /&gt;
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.&lt;br /&gt;
&lt;br /&gt;
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.&lt;br /&gt;
&lt;br /&gt;
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.&lt;br /&gt;
&lt;br /&gt;
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.&lt;br /&gt;
&lt;br /&gt;
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.&lt;br /&gt;
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.&lt;br /&gt;
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
A Loremaster is needed to cast this spell.&lt;br /&gt;
&lt;br /&gt;
This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Death Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone-Chilling&lt;br /&gt;
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.&lt;br /&gt;
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.&lt;br /&gt;
|Succ = The target suffers a heart-attack (D2 damage).&lt;br /&gt;
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Barrier&lt;br /&gt;
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. &lt;br /&gt;
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. &lt;br /&gt;
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. &lt;br /&gt;
Lunarmancy spells deplete the barrier's HP twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Displeasant Dissonance&lt;br /&gt;
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. &lt;br /&gt;
|Fail = The spell fails, causing the caster themself to feel nauseous.&lt;br /&gt;
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.&lt;br /&gt;
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Defilement&lt;br /&gt;
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. &lt;br /&gt;
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. &lt;br /&gt;
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. &lt;br /&gt;
|RedLines = The effect of the spell does not stack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Exo Skeleton&lt;br /&gt;
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.&lt;br /&gt;
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.&lt;br /&gt;
|Succ = The Exo skeleton has the maximum amount of HP.&lt;br /&gt;
|RedLines = One cannot cast Exo skeleton while one already has the armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rigor Mortis&lt;br /&gt;
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.&lt;br /&gt;
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.&lt;br /&gt;
|Succ = The stun lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Scythe&lt;br /&gt;
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15&lt;br /&gt;
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.&lt;br /&gt;
&lt;br /&gt;
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.&lt;br /&gt;
|Fail = Instead, the caster slashes their own body and will take 3 damage.&lt;br /&gt;
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.&lt;br /&gt;
&lt;br /&gt;
Targets failing both rolls receive full damage.&lt;br /&gt;
Targets failing 1 roll take half damage rounded up.&lt;br /&gt;
Targets succeeding on both rolls take no damage.&lt;br /&gt;
|RedLines = This spell costs one soul to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Soul&lt;br /&gt;
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 blocks&lt;br /&gt;
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.&lt;br /&gt;
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.&lt;br /&gt;
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.&lt;br /&gt;
|RedLines = This spell costs two souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell cannot be used on 1 target more than 1 time a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death's Embrace&lt;br /&gt;
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.&lt;br /&gt;
&lt;br /&gt;
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.&lt;br /&gt;
&lt;br /&gt;
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.&lt;br /&gt;
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.&lt;br /&gt;
|Succ = The caster gets a +6 in their defense as long as the spell is active.&lt;br /&gt;
|RedLines = The caster can only roll saving rolls while they're draining.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Manifestation&lt;br /&gt;
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.&lt;br /&gt;
&lt;br /&gt;
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:&lt;br /&gt;
&lt;br /&gt;
Increase the damage done to all targets by 2,&lt;br /&gt;
&lt;br /&gt;
Add 2 rounds to the duration of a resulting effect,&lt;br /&gt;
&lt;br /&gt;
Double the strength of a non-damaging effect,&lt;br /&gt;
(ex: 4 knockback becomes 8 knockback)&lt;br /&gt;
&lt;br /&gt;
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.&lt;br /&gt;
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once every OOC week.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Souls Blessing (Necromancy)&lt;br /&gt;
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. &lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.&lt;br /&gt;
|RedLines = This ability costs a soul use to activate. &lt;br /&gt;
This ability has a cooldown of 2 rounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fragmentation (Soul-Destined)&lt;br /&gt;
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. &lt;br /&gt;
|RedLines = This ability costs a soul charge to use. &lt;br /&gt;
&lt;br /&gt;
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.&lt;br /&gt;
&lt;br /&gt;
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Necromantic Resistance (Death-Destined)&lt;br /&gt;
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.&lt;br /&gt;
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&amp;diff=4096</id>
		<title>Hemomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&amp;diff=4096"/>
		<updated>2023-06-27T15:15:42Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Hemomancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Sanguine Relic&lt;br /&gt;
| Paths = Night '''·''' Beast '''·''' Blood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tremble, fearful mortals, for the midnight hour chimes. &lt;br /&gt;
&lt;br /&gt;
As the sun sets on the realms of the living, the midnight hosts march out from their lairs to prey on those who dare to enter their territory after dark. As ancient beasts and restless Vampires scour the woods around little towns looking for fresh prey, the watchmen who are there to protect the citizens can do nothing but pray that those who turned to the great houses of the shadow realm do not set their eyes upon them, for they are hopeless against the fangs of steel and knifed claws of the Blood thirsting hosts.&lt;br /&gt;
== History ==&lt;br /&gt;
The arts of those who call themselves the red mages or vampires have been around as long as most mortal souls can remember. Their cults first appeared in the Attian Empire. There they set their eyes on the courts and positions of power as a vampire feels like they are destined to rule. Yet their curse of endless bloodlust has led to destruction as the god-king of the Attians swept away their influence in a great flood, leading to the demise of most organized hemomancy activity. The ancient text of the first red cults used to convert the first hemomancers has long been gone. Destroyed in the waters of the great floodings. These days, the most common folk tales left behind are that of vampires, striking on nights, being sly and steady killers before vampire hunters came to slay these beasts. It has been a long time since the last vampires were seen, but will they ever return? Or maybe did they ever really go away?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
The learning and teaching of the ways of the Hemomancer are becoming one in their fullest glory. Their training consists of obtaining the full extent of one's vampirical nature and living well with the downsides that come with it. Not many things are known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn. The initiate hemomancer removes their blood and fills it with the corrupted, voidal blood of the servants of the Midnight Aristocracy. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to side with a house of the midnight aristocracy they once more require to nurture their hemomantic powers through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 2 to Lvl 3&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5 &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
| 1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|}After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Hemomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Initiate&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Bloodless initiate&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Red cultist&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 sanguine charges. The spellcaster unlocks the Ichor Friend ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Red cultist veteran&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Hemomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 4 sanguine charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of the Night ===&lt;br /&gt;
The house of the Night is the noblest among the Midnight Aristocracy houses. They see themselves as superior to other beings and have immeasurable pride. The house of the Night is known for its blood absorption techniques and the usage of darkness and shadow. &lt;br /&gt;
&lt;br /&gt;
With each level the mage gains in this house, their status is elevated, and they become more prideful and noble. Upon reaching Aristocrat status, the mage can no longer hide their true nature without effort.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Fledgeling&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Crimson Eyes Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Neonate&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Bloody Nails Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Half Blood&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Sucker Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Noble Blood&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Skin Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Midnight Aristocrat&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Hover Ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of the Beast ===&lt;br /&gt;
The house of the Beast is a ferocious house that credits itself with hunting and strength. The house of the Beast is well-known as a house of vigor and brawn prized within their bodily enhancement spells that turn their residents into beasts of terror. Each level the mage gains within this house elevates their status and gives them more superiority over the lower-ranking members. The house follows a beast-like hierarchy system where one has to obey their superior or is cast aside. Upon reaching Beastmaster status, the mage can no longer hide their true self without effort. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Whelp&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Preying Scents ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Pack Scavenger&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Claws ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Beta Hunter&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Protective Coat Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Alpha Predator&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Fight of Flight Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Bloodless Beastmaster&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Apex Instinct Ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of Blood ===&lt;br /&gt;
The house of Blood is the most occult house among the Aristocracy. They value blood and its covering of the world above all else. Those who are house residents are known to use great amounts of blood to dye the battlefield red before a victim is even claimed. The house of Blood is prized for its ability to manipulate blood and change its properties to fit the mage. Each level the mage gains within this house elevates their status within the house to better fit the worship of blood itself. Once a mage becomes a Crimson Lord, they are blinded with the pleasure of spreading the red liquid wherever they can, though their outer appearance does not change. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Bloodied initiate&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Devout Follower&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Red Preacher&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Flame ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Ichor Bishop&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Crimson Lord&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage becomes a half-voidal being. This means that certain attacks are more effective, and they may suffer a backlash from this. The caster must use the blood charges of their catalyst for certain spells. To fill the catalyst, request an LM or GM. &lt;br /&gt;
&lt;br /&gt;
Those who tread the path of hemomancer will need a constant supply of fresh blood. Causing bloodlust and carnage among those who practice this art.  &lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Needle&lt;br /&gt;
|Desc = The caster turns their blood droplets into tiny needles they can send flying toward their enemies. The needles are sharp enough to do the magical piercing.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates D8 needles that they can send out in a 15x3 area. Everyone in that area who fails to defend themselves will be hit by the attack and take 1 damage per needle aimed at them.&lt;br /&gt;
&lt;br /&gt;
Due to the sharpness of the needles, the target gets a -1 intelligence on their magical defense roll.&lt;br /&gt;
|Fail = The blood drops fail to take form and fall on the ground.&lt;br /&gt;
|Succ = The caster creates D4+4 needles instead.&lt;br /&gt;
|RedLines = Each enemy may only be targeted by 3 needles at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Splatter&lt;br /&gt;
|Desc = The caster cuts their hand open or uses a blood charge from their relic, and splatters blood in front of them in a wide area. Those hit with the blood will be blinded.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster cuts open their hand with their weapon, or uses a blood charge from their relic,  spreading the blood in a 3x5 area in front of them. Any targets in that area will get corrosive blood in their eyes and be blinded for D3 rounds.&lt;br /&gt;
|Fail = The blood becomes unbearably corrosive, failing and dealing an extra 1 damage to the caster.&lt;br /&gt;
|Succ = The targets hit with this spell will take 1 damage from it.&lt;br /&gt;
|RedLines = This spell costs either 1 sanguine charge, or 1 HP from a self-inflicted cut. The blood is not corrosive enough to burn through anything or cause permanent eye damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sanguine Brand&lt;br /&gt;
|Desc = The caster touches a target with their palm, creating a brand of blood on the touched surface. The caster can make this brand erode itself upon command. The target will feel a sting where the caster touched them, and the brand will be visible outside the target.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster creates a brand that lasts until the caster commands the brand to erode or lasts for 5 rounds in combat before automatically eroding. While the brand is active, the caster deals +1 damage to the being marked with it.&lt;br /&gt;
&lt;br /&gt;
The brand deals D2 damage when it erodes, but the caster knows exactly where the brand is if it is active.&lt;br /&gt;
&lt;br /&gt;
Outside of CRP the brand stays for 1 OOC day until it automatically erodes.&lt;br /&gt;
|Fail = The caster fails to implant a brand, merely blemishing the target's skin.&lt;br /&gt;
|Succ = The brand deals D2+1 damage when eroding.&lt;br /&gt;
|RedLines = Only 2 brands may be active at one time&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Seed&lt;br /&gt;
|Desc = The caster creates a seed of blood that they drop on the floor. If an enemy walks over this seed, their feet are punctured, and the seed starts draining their vitality.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 1 meters&lt;br /&gt;
|Damage = The caster creates a seed of blood that they place on the block they are standing on. If an enemy player steps on this block the seed will pierce upwards through the foot of whatever stood over it,  dealing 1 damage for every round the enemy is standing on that space.&lt;br /&gt;
&lt;br /&gt;
The target that gets pierced will be stuck in place for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
It will dissolve if the seed hasn't pierced anyone after 3 rounds.&lt;br /&gt;
|Fail = The seed refuses to form, dissolving into a few drops of blood.&lt;br /&gt;
|Succ = The seed will live up to 5 rounds without anyone stepping on it.&lt;br /&gt;
|RedLines = A maximum of 3 seeds can be active at once. A Lunarmancer can cleanse the target space of the blood seed to end its duration early.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Bolt&lt;br /&gt;
|Desc = The caster concentrates their blood inside an orb that shoots a powerful bolt toward an enemy. Those hit with the bolt are covered in blood until they clean themselves.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends forth a blood bolt that deals D3 damage. Upon success the target is covered in blood, losing 2 meters movement. The caster can choose to spend a sanguine charge to enhance the spell, increasing the range to 20 meters and worsening the slow to -4 meters movement.&lt;br /&gt;
|Fail = The blood bolt explodes as the caster is about the send it out, covering the caster in the blood instead and making them lose 2 meters movement.&lt;br /&gt;
|Succ = The bolt deals 2D2 damage.&lt;br /&gt;
|RedLines = The enhanced version of this spell costs 1 sanguine charge.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seal Limb&lt;br /&gt;
|Desc = The caster controls the enemy's blood to a limited extent, causing one of the enemy's limbs to become unusable.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The limb of the caster's choosing will be shut off from blood and lose its function for D2 rounds.&lt;br /&gt;
&lt;br /&gt;
If an arm is sealed, the target can only use one-handed combat until their limb is unsealed.&lt;br /&gt;
&lt;br /&gt;
If a leg is sealed, the target loses half its movement.&lt;br /&gt;
|Fail = The caster strains too much while attempting to cast the spell, causing it to rebound. The caster rolls a D2; 1 = an arm becomes sealed for 1 round, 2 = a leg becomes sealed for 1 round.&lt;br /&gt;
|Succ = The seal lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = The head or torso of a target cannot be sealed this way; only one limb per target may be sealed per hemomancer that uses this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Borrowed Time&lt;br /&gt;
|Desc = The caster casts a spell on their target that slows their blood flow; once the spell ends, the target suddenly feels their vitality leaving their body compared to the damage they took previously.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The caster casts a short-range spell that slows the blood flow of their enemy for D2 rounds. The target might feel fatigued, but nothing seems to have changed.&lt;br /&gt;
&lt;br /&gt;
When the duration ends, the target's blood suddenly starts rushing fast again, and they take extra damage equal to half the damage they took during the rounds they were affected by the spell, rounded down.&lt;br /&gt;
|Fail = The caster freezes themselves in place for 1 round.&lt;br /&gt;
|Succ = The spell instead lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Unleased Armor&lt;br /&gt;
|Desc = The caster consumes a vial of blood as they feel their back ripping open, revealing a structure of bones and flesh that may be considered natural armor. Though it does not seem capable of defending the caster, it does seem able to hurt others who try to attack them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster inflicts D3 damage upon themselves as skeletal spines spike out of their backs. Anytime an enemy attacks them from close range, the enemy will take D2 damage.&lt;br /&gt;
&lt;br /&gt;
This effect stays for 3 rounds but gets increased in length by one extra round every time someone attacks the caster.&lt;br /&gt;
|Fail = The caster inflicts d3 damage upon themselves, and nothing else happens.&lt;br /&gt;
|Succ = The spikes will do the maximum amount of damage.&lt;br /&gt;
|RedLines = This spell can kill you.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crackling Skin&lt;br /&gt;
|Desc = The mage pours one charge of their Relic over their hand as they point their finger at someone. The blood under the target's skin will harden, creating patches of hardness on it. As they will try to react by moving, the patches start to tear, spurting out blood the more they move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The target's skin hardens. For every 2 meters they move or are moved, they take D3 damage. This effect will stay for 2 rounds.&lt;br /&gt;
|Fail = The spell does nothing, but as a reaction to this failure, the caster can fill up their Relic with their blood, restoring one charge and dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The opponent's skin hardens to its fullest extent, turning the damage into a D4.&lt;br /&gt;
|RedLines = This spell costs one sanguine charge.&lt;br /&gt;
&lt;br /&gt;
The caster can only curse a total of 2 targets at the same time with this spell. This spell only works if the target has skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wielded Blood&lt;br /&gt;
|Desc = The mage summons forth a spurt of blood from their Relic as they mold it into a blade. This blade has an innate connection to their blood, granting them life force from the people they hit with their blade.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage creates a blood blade. granting healing for every successful attack while doing the usual damage to the opponent. The caster heals half the damage they inflict, rounded down, up to a maximum of 5HP. The blade also grants a +1 on attack rolls when wielded in the first 2 rounds. This weapon lasts for 4 rounds.&lt;br /&gt;
|Fail = The caster loses a charge on their Relic, and the blood turns into an oozing whip that deals 4 damage to the target and then splatters apart.&lt;br /&gt;
|Succ = The weapon the mage has created with their blood is sharper than any sword someone has ever seen, giving the caster a +2 instead of a +1 for attack rolls in the first two rounds.&lt;br /&gt;
|RedLines = This spell costs one sanguine charge to cast.&lt;br /&gt;
&lt;br /&gt;
Switching out from this weapon before the time runs out costs an action phase.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Garden&lt;br /&gt;
|Desc = The caster touches the ground and causes an immense redness to spread through the terrain. Blood in the form of flowers sprouts all over the area. A blood seed will afflict any enemies moving within the area, and allies can thread as they please.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a field of blood flowers around themselves in a 20x20 area for D3+2 rounds. The flowers release blood seeds everywhere, so they will afflict anyone entering the area.&lt;br /&gt;
&lt;br /&gt;
With every step an enemy takes within the field, another blood seed will activate.&lt;br /&gt;
|Fail = The caster channels its energy into the surrounding area, but it flows back into the caster, causing a bloody eruption within its body. The caster is knocked out and may lose a limb.&lt;br /&gt;
|Succ = The area stays for D5+3 rounds instead.&lt;br /&gt;
|RedLines = This spell requires 2 sanguine charges. A loremaster must be present to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Night&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Life Leech&lt;br /&gt;
|Desc = The mage opens the wounds existing on one's body and sucks up the blood within their bodies. As the enemy takes damage, the mage instead absorbs the blood through consumption, which grants them additional life force.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The person attacked with this spell takes D2 damage on a successful roll. For this one hit point, either the mage regains D2 HP, or they can fill up a charge on their blood relic.&lt;br /&gt;
|Fail = The spell fails, but the mage can use a charge of their Relic to regain D2 HP&lt;br /&gt;
|Succ = More blood is drained, healing the caster by 1 additional HP.&lt;br /&gt;
|RedLines = This spell only works on already wounded targets, be it that the wounds secrete blood. The mage cannot overheal their max hit points. The mage can either heal or fill up a charge in their Relic, not both.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Summon Darkness&lt;br /&gt;
|Desc = The caster creates a magical dark fog, seeping out from beneath their clothes and enveloping everything within a small area, blotting out the light of candles and other light sources in a room, allowing for sneak attacks or an easy escape. The fog slowly dissipates, and everyone EXCEPT the caster has the Blindness status effect applied to them for however long they are inside the fog or until the fog ends.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Everyone in the range except the caster will be blinded for however long the fog lasts, using the Blindness status effect.&lt;br /&gt;
&lt;br /&gt;
In a closed room the fog lasts D3+2 rounds by filling the space. &lt;br /&gt;
&lt;br /&gt;
In an open room, the fog stays for D3+1 rounds and slowly leaves. &lt;br /&gt;
&lt;br /&gt;
In an open/outdoor area, the spell stays for D3 rounds by quickly fading away.&lt;br /&gt;
|Fail = The caster also loses control of the spell and becomes blinded by fog. The fog lasts half the normal duration, rounded down.&lt;br /&gt;
|Succ = The fog is especially potent and lasts the full duration of the spell.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Summon Household&lt;br /&gt;
|Desc = The mage summons their household pets from the shadows to help them in battle. As their household battles the enemy, the mage stands back and watches the ensuing chaos.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The mage extends their shadow and from it summons their household pets that linger within it. The mage rolls a D10 upon a successful cast.&lt;br /&gt;
&lt;br /&gt;
On a 1-4 roll, the caster summons a bat with 1 HP, a+1 strength modifier, and deals 1 damage upon a successful attack. It has 10 meters movement.&lt;br /&gt;
&lt;br /&gt;
On a 5-9 roll, the caster summons a rat with 2HP, a +2 strength modifier, and deals 2 damage upon a successful attack. It has 8 meters movement.&lt;br /&gt;
&lt;br /&gt;
On a 10, the caster summons a wolf with 3HP, a +3 strength modifier, and deals 3 damage upon a successful attack. It has 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
The caster rolls a normal D20 and adds the + modifier to determine the success of a summon attack. Their household will take it's turn(s) after the caster's.&lt;br /&gt;
|Fail = The caster overextends their shadow and hurts themselves in retaliation. The caster takes D2 damage.&lt;br /&gt;
|Succ = The summoned creature is doubled.&lt;br /&gt;
|RedLines = This spell cannot be activated if a summon is already active. The caster cannot actively attack the target the summons is attacking.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bloody Siphon&lt;br /&gt;
|Desc = The caster sacrifices a sanguine charge, and creates an orb of blood that floats in the air in a set place, any creature near this siphon will have their blood forcefully extracted through the pores of their skin. The mage can eventually absorb this siphon.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster creates a floating orb of blood on the space they are standing on, that lasts for D3+2 rounds. Any enemy within 8 meters of the orb will lose 1 HP at the start of their turn.&lt;br /&gt;
&lt;br /&gt;
Once the siphon ends naturally, or the mage retracts it, they heal half of the damage the siphon dished out, rounded down.&lt;br /&gt;
&lt;br /&gt;
Magical attacks can attack the siphon to end it early. The siphon has 3 HP.&lt;br /&gt;
|Fail = The siphon is not tuned well enough and starts absorbing blood from everyone in the radius. Including the caster and their allies. The siphon cannot be absorbed and collapses after 3 rounds or when destroyed.&lt;br /&gt;
|Succ = The siphon's range is increased to 10 meters&lt;br /&gt;
|RedLines = The spell costs 1 sanguine charge. Only one siphon can be active at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = True Form&lt;br /&gt;
|Desc = When the moon shines in all its glory at night, the mage can take flight! While pouring charges of blood over their body, the mage can grow an excellent pair of wings on their back.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage douses their back in charges of their Sanguine Relic, sprouting wings from their back and gaining additional health and speed for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can hover mid-air with these wings by emoting they do so. They'll be at least 5 meters in the air where they stand.&lt;br /&gt;
&lt;br /&gt;
The caster doubles their movement speed as long as they're airborne, and they gain 5 max HP for the duration of the spell. Once the spell ends, any access HP above the caster's max HP is lost.&lt;br /&gt;
&lt;br /&gt;
Melee attacks cannot hit the caster while they are airborne. While airborne, the caster gains a +2 to saving rolls against physical projectiles. Magic attacks against the caster do an additional 2 damage per successful attack while the caster is airborne.&lt;br /&gt;
|Fail = The spell doesn't work, and the mage feels immense pain in their back, causing 3 damage. The mage will have to wait for 3 rounds before attempting to recast this spell.&lt;br /&gt;
|Succ = The spell lasts for the max duration.&lt;br /&gt;
|RedLines = This spell costs 2 sanguine charges to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used at night and cannot be cast upon others. The wings cannot be used as a weapon. Other abilities can be used while this spell is active. The mage cannot carry people while flying.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Beasts&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strengthen Muscles&lt;br /&gt;
|Desc = The caster fortifies their blood in their arms, allowing them beast-like strength to crush their enemies or climb up surfaces a little higher, though they will lose some speed due to their increased weight.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster uses the power from their relic to strengthen their forearms, granting them increased strength and defense for D3 rounds. The caster gets a +2 boost in strength and defense, offering up speed as the caster's movement speed is halved and rounded down.&lt;br /&gt;
&lt;br /&gt;
The caster can spend a sanguine charge to enhance the benefits of this spell, providing a +3 boost for D2+1 rounds.&lt;br /&gt;
|Fail = The caster strains their muscles too much, wasting their relic power.&lt;br /&gt;
|Succ = The caster also boosts their leg muscles slightly; their movement is no longer halved.&lt;br /&gt;
|RedLines = The caster can climb up smaller ledges using this spell due to their strength. They're able to climb 3 blocks instead of 1. For this, a staff member must spectate the cast, and they will let you up the ledge.&lt;br /&gt;
&lt;br /&gt;
The enhanced version of this spell costs 1 sanguine charge. The enhanced version instead grants 5 blocks worth of climbing range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bestial Ground Claws&lt;br /&gt;
|Desc = The caster sticks their claws into the ground and slashes upwards, creating 3 massive gushes of force that soar towards enemies.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster puts their claws into the ground, flinging them upwards as 3 long slashes of raw force slice anything in their path.&lt;br /&gt;
&lt;br /&gt;
The slashes travel in a 8x3 area forwards, with only 1 slash per row. If the slash hits a person, it will stop at that person.&lt;br /&gt;
&lt;br /&gt;
Each slash deals D2+2 damage.&lt;br /&gt;
|Fail = The caster gets their hand stuck in the ground and cannot move for 1 round.&lt;br /&gt;
|Succ = The attack power of the slash is increased, and the spell deals D3+2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Feral Fist&lt;br /&gt;
|Desc = A perfectly cultivated strike, the fist is engulfed with energy from the caster’s tear and a powerful blow can be unleashed.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The punch is similar to a kinetic blast. It deals 2 damage and knockback that pushes a single target away by D6+2 blocks.&lt;br /&gt;
A sanguine charge can be used to boost the spell's effect and deal D3+2 damage instead.&lt;br /&gt;
|Fail = The caster charges too much energy to their fist and ends up stunning themself for a round, unable to attack but still defend.&lt;br /&gt;
|Succ = Knockback distance is charged to its maximum range.&lt;br /&gt;
|RedLines = If the target is within 1 meter of the caster, the attack deal 1 extra damage. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Beastkin Howl&lt;br /&gt;
|Desc = The caster invokes magic in their voice, calling out towards the wide world and calling for their kin to help them out in battle.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = When the caster is successful in casting this spell. A Lycan-thrall will arrive in D2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once the Lycan-thrall arrives, they look like a half-human, half-beast monster that fights with claws.&lt;br /&gt;
&lt;br /&gt;
The Lycan-thrall has 3 HP and will flee after reaching 0 hp. It has a +2 on attack and +1 on defense. They cannot defend themselves from magical or ranged attacks. It has two claw attacks, each dealing D2 damage. It has 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
The caster rolls a D20 and adds the bonus for the action of the Lycan-thrall. Its turn is directly after the caster's.&lt;br /&gt;
|Fail = The caster calls forth an enemy beast that bites them and deals 2 damage before running off.&lt;br /&gt;
|Succ = The caster calls forth a Lycan-thrall near the caster's location, instantly appearing.&lt;br /&gt;
|RedLines = The caster rolls for the Lycan-thrall, and only one Lycan-thrall can be active at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Regeneration&lt;br /&gt;
|Desc = The caster uses blood from their relic to heal themselves up and close any open wounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster wields the energy to heal themselves for 2HP at the end of their turn for D2+1 rounds. The bleeding effect will be stopped if the spell was cast successfully.&lt;br /&gt;
|Fail = The caster fails to control the voidal energy contained in the spell and starts taking 1 damage at the end of their turn for D3 rounds.&lt;br /&gt;
|Succ = The spell was cast steadily and will last for 3 rounds instead of D3 rounds. &lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge. Healing is very tasky, the caster cannot attack while healing and the healing will stop if the caster takes damage. The caster can still move and defend.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hunting Grounds&lt;br /&gt;
|Desc = The mage extracts a use from their Sanguine relic to create a hunting ground that their targets can enter but cannot leave. If a person tries to leave the hunting grounds forcibly, they will be struck by bloody thorns.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The mage creates an area of 10 blocks all around them for D4+1 rounds. While in this area, the caster gains +1 to strength rolls for every 2 victims trapped in said radius.&lt;br /&gt;
&lt;br /&gt;
Anyone who enters this area will be slowed by -2 meters and cannot freely leave the 10-meter radius before the spell ends or the caster allows it.&lt;br /&gt;
&lt;br /&gt;
Those who wish to leave forcibly will have to roll a D20 agility and roll over a 12; otherwise, they are stopped at the edge of the grounds and take 1 damage.&lt;br /&gt;
|Fail = The use of the sanguine relic is wasted, and the caster is stunned for 2 rounds, unable to attack, defend or move to recover their energy.  &lt;br /&gt;
|Succ = The hunting grounds are more potent, requiring an agility roll over 15 to escape its edge.&lt;br /&gt;
|RedLines = The hunting grounds will be canceled by the Hallowed Grounds of the lunarmancers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = True Beast&lt;br /&gt;
|Desc = The mage attains a full grasp of their powers when the moon glows brightly in the night sky. They grow taller, stronger, and faster to embrace their inner beast fully. After the mage casts this spell, they will lose their rationality and attack a friend or foe.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The mage turns into a beast of their description by soaking themselves with charges from their sanguine relic. The mage gains a health, strength, defense, and speed bonus for D5+5 rounds.&lt;br /&gt;
&lt;br /&gt;
The mage gets +5 HP and max HP for the duration (health above their original max HP disappears at the end of the duration), as well as +3 Strength and +2 Defense. In this form, the mage takes half damage, rounded up from mundane physical attacks, but they still take full magic damage. The mage may move 6+D9 Agility meters per movement phase. &lt;br /&gt;
&lt;br /&gt;
The mage loses rationality on who is a friend and a foe, attacking those closest to them, only switching targets to people who have attacked the mage since transforming.&lt;br /&gt;
|Fail = The mage grows to unbearable proportions and faints under stress. They may lose all functionality in a limb after transforming back.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = The spell costs 2 sanguine charges. it can only be cast during the night. Abilities can still be used while the spell is active.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Blood&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hemoplague&lt;br /&gt;
|Desc = The caster creates a ball of blood using a charge from their relic, this ball of blood can erupt and cover a minor area, causing all affected by the blood to be more vulnerable.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster uses a charge of their Sanguine Relic to create a ball of blood. They launch this ball at a certain target or location and make it explode, causing all who were standing in the 3x3 area to be inflicted by the Hemoplague.&lt;br /&gt;
&lt;br /&gt;
The hemoplague causes targets to feel weakened, and their constitution lowers, giving them a -3 on all saving rolls for D3+1 rounds.&lt;br /&gt;
|Fail = The hemoplague falls upon the caster, giving them a -3 on all saving rolls for 2 rounds.&lt;br /&gt;
|Succ = The hemoplague has the maximum effect of 4 rounds.&lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Greedy Blood Collector&lt;br /&gt;
|Desc = The caster imbues their Sanguine Relic with the power to collect blood that is shed during the battle. When either side takes damage, the Sanguine Relic slowly fills up.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The Sanguine Relic starts collecting blood from the battle for D4 rounds.&lt;br /&gt;
&lt;br /&gt;
Every 5 damage during the spell's active time will restore one blood charge.&lt;br /&gt;
|Fail = The Sanguine Relic will lose one charge instead of filling.&lt;br /&gt;
|Succ = The spell stays active for the max duration.&lt;br /&gt;
|RedLines = The caster needs at least 1 sanguine charge in their Relic to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mosquito Swarm&lt;br /&gt;
|Desc = The caster summons a swarm of mosquitos from their tear and imbues them with the power of blood. The mosquitos become increasingly hungry and agitated, attacking their target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a swarm of mosquitos that attacks its target and cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
The swarm will stay on the field for D3+3 rounds or until they are taken out with an AOE attack.&lt;br /&gt;
&lt;br /&gt;
The swarm does 1 damage per round. The target takes an additional 2 damage every time they're hit 3 times with the spell.&lt;br /&gt;
|Fail = The caster calls forth an angry mob of mosquitos that deal 2 damage before returning in the tear.&lt;br /&gt;
|Succ = The mosquitos stay for the longest time if they are undisturbed.&lt;br /&gt;
|RedLines = Only one swarm can be on the same player.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crimson Lining&lt;br /&gt;
|Desc = The mage pours a charge of blood over their hand, as strings, thinner than a hair, are created between them and their target. The strings bind them to their target, making them unable to move away from one another.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster binds themselves to the target with strings for D3 rounds, meaning the target cannot freely move away from the caster. &lt;br /&gt;
&lt;br /&gt;
If the target does decide to move away from the target, they take 1 damage per meter traveled. &lt;br /&gt;
&lt;br /&gt;
|Fail = The caster gets entangled in the bloody threads around them, stumbling and unable to defend or attack the next round. &lt;br /&gt;
|Succ = The strings are exceptionally made and stay for the maximum amount of rounds. &lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crimson Volley&lt;br /&gt;
|Desc = The mage creates several balls of blood from the blood siphoned from their Relic. They can fire these balls at single or multiple enemies at once. As these shots soak the bodies of the mage's targets, it also damages them intensely.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The mage creates D3 balls of blood that can be shot at a target or multiple targets from a distance. &lt;br /&gt;
&lt;br /&gt;
Each shot deals D2 damage on hit and coats the target in their blood.&lt;br /&gt;
&lt;br /&gt;
|Fail = As the balls begin to form, they collapse on top of the caster, coating them in blood and slowing their movement by 3 meters for 1 round. &lt;br /&gt;
|Succ = The mage creates all 3 balls instead of D3.&lt;br /&gt;
|RedLines = If the caster shoots more than 1 orb at the target, they only roll spell defense once against the caster's casting roll. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bloodless&lt;br /&gt;
|Desc = The caster empties its Sanguine Relic with the last of its charges. Causing a great outburst of blood droplets to venture outwards from the caster in a full circle. The blood drops cause damage and coating.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster empties its Sanguine Relic of its remaining charges. Each charge adds 1 damage to the casting. The charges fly outwards haphazardly in a circle of 10 meters around the caster. Those hit by the spell are coated by the blood as well.&lt;br /&gt;
|Fail = The caster empties the Relic of its charges, but the blood is shot upwards, through the caster, falling in the rain and dealing D2 damage to anyone in a 2-meter radius of the caster. The caster takes D4 damage.&lt;br /&gt;
|Succ = The maximum range of the spell is increased to 15 meters.&lt;br /&gt;
|RedLines = This spell uses all the remaining charges in the Relic.&lt;br /&gt;
&lt;br /&gt;
Both allies and enemies in the area have to roll defense.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vitality Link&lt;br /&gt;
|Desc = The caster sends forth a sharp thin string of solid blood that hinges inside a target. The other end of the string is hinged into another target or the caster themselves. The two entities that are linked share the damage they take.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster shoots a string of condensed blood from their Sanguine Relic costing a charge towards a single target or towards two targets, linking their vitalities for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a single target, then only the target rolls to defend against the spell. If successful, the mage shares the damage they take with this single target.&lt;br /&gt;
&lt;br /&gt;
If there are two targets, then both targets roll a D20 intelligence. They resist the spell if the combined number is 21 or above. If they fail to resist the spell, then they will share the damage among themselves.&lt;br /&gt;
&lt;br /&gt;
If the damage number is not an even number, then the attack's target takes the extra point of damage. (For example, 3 damage is shared 2 to 1, the target taking more damage.)&lt;br /&gt;
|Fail = A Sanguine Relic charge is lost, and the mage is stunned for 1 round.&lt;br /&gt;
|Succ = The spell lasts for the maximum duration.&lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge. Only 1 link can be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Heir of Blood&lt;br /&gt;
|Desc = The caster opens a tear connected to the blood pool within the House of Blood in Lilith. Blood comes out of the tear covering everyone and anything in a large radius of the tear. The caster becomes one with this blood and can move freely to any spot that is covered within the area.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster opens a new tear connected to a blood pool within Lilith. This will cover the field within a 20-meter radius of the tear in all directions for D4+4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can dissolve themselves within this blood and appear anywhere on the battlefield using the bloody terrain. When the caster moves in this way, their sanguine relic gains a charge. The caster can roll intelligence for every defense type inside this bloody terrain.&lt;br /&gt;
|Fail = The caster opens the pool, but the tear quickly loses stability and implodes, causing an acidic blood explosion that deals 5 damage to anyone within a 2-meter reach of the tear. The caster at ground zero of the implosion area is at risk of losing a limb.&lt;br /&gt;
|Succ = The terrain lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = A Loremaster is required to attempt casting this spell. The spell can only be attempted to cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Ichor Friend (Hemomancy)&lt;br /&gt;
|Desc = The mage can freely control small amounts of blood to do their bidding, having them float around in an area or creating small familiar from the blood. The familiars can be used in battle to absorb 1 HP of damage. Then they will turn into a bloody puddle and won't reactivate until the caster can use the ability again.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster can control blood to do small things or make blood familiars. The blood familiar can take up to 1 HP of damage and then disappears until the cooldown refreshes. If the caster already has a familiar, they can spend their next action to create another. If they have 3 familiars, they also gain +1 to Intelligence.&lt;br /&gt;
|RedLines = Once one of the caster's familiars are slain, this ability has a 3-round cooldown. &lt;br /&gt;
&lt;br /&gt;
The caster can have a maximum of 3 blood familiars.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Bloody Nails (House of the Night)&lt;br /&gt;
|Desc= The mage can elongate their nails using the blood from under them, turning their hands into slashing weapons. If the caster assaults a target enough, they may gain some life from the bloodshed. This effect is more potent at night.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage creates long nails from their blood that sprout from their original nails. These nails can be used for unarmed combat and add +1 damage to every successful strike. &lt;br /&gt;
If the ability is used at night, the mage increases their melee range to 5 meters. &lt;br /&gt;
If 3 hits land in a row, then the caster regains 1HP.&lt;br /&gt;
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful D20 int roll to hide the nails in public. If the mage rolls a 7 or above they can retract their nails back into their body. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crimson Eyes (House of the Night)&lt;br /&gt;
|Desc= When one becomes a mage of this house, they obtain the ability to grow a membrane around their eyes, allowing for advanced vision in the darkness and super bright areas. Additionally, the membrane protects the mage from having to deal with things like sand getting stuck in their eyes. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage gets night vision, heat vision and an immunity to blindness caused by sunlight, darkness, or solid objects.&lt;br /&gt;
|RedLines = This ability stays active for up to 1 hour or 5 combat rounds if activated during CRP. Corrosive substances or lunarmancy magic can still cause blindness to hemomancers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Blood Sucker (House of the Night)&lt;br /&gt;
|Desc= The mage gains the ability to regain life forces from consuming blood. They can expend one charge of the Sanguine Relic or bite someone else in their neck to gain life force. They can also bite someone and fill up a charge of the Sanguine Relic instead.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The mage consumes one charge on the Sanguine Relic or some blood in equal amounts from a willing target and regains D2 life points. They can bite an unwilling target if they roll higher than the target. Instead of healing themselves, they can also fill the Sanguine Relic with a charge.&lt;br /&gt;
|RedLines = This ability requires one action turn to be activated. The mage can't use this ability to fill the relic with their blood. The mage can't heal themselves with their blood.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Vampiric Skin (House of the Night)&lt;br /&gt;
|Desc= The mage has gained full control over the composition of their blood, making them able to concentrate the iron within their blood under their skin. Next, they also gain the ability not to bleed when slashed, and their open wounds close after 2 rounds of combat with any weapon not made of silver. If it were silver, the bleeding would continue.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The vampire gains 2 health points.&lt;br /&gt;
|RedLines = If the weapon the mage was hit with was made out of silver, the mage would be unable to heal this damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Vampiric Hover (House of the Night)&lt;br /&gt;
|Desc= While falling from great heights, the mage can stop right before hitting the floor, taking near to no fall damage in the process.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage is immune to fall damage.&lt;br /&gt;
|RedLines = The ability can only be activated if the mage is conscious.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Claws (House of the Beast)&lt;br /&gt;
|Desc= The mage uses their corrupted blood to turn their hands into ferocious claws that are hard as steel. Capable of clashing with swords and causing nasty cuts on a target.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster turns their hands into claws, dealing an extra +1 damage on every successful unarmed hit. The claws are dense as steel and can cause nasty slashes. If the caster successfully hits a target 3 times in a row with the claws, the target starts bleeding and will lose 1 additional HP.&lt;br /&gt;
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful spell effectiveness roll to hide the claws in public. &lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Preying Scents (House of the Beast)&lt;br /&gt;
|Desc = The nose of the mage turns into a fine-tuned prey-finding machine. The caster can easily track their target within a decent range. The ability only works if there are not too many scents interfering.&lt;br /&gt;
|Range = 50 meters&lt;br /&gt;
|Effect = The mage is aware of any prey within 50 meters of them.&lt;br /&gt;
|RedLines = This ability doesn't work in crowded areas such as towns and cities. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Protective Coat (House of the Beast)&lt;br /&gt;
|Desc= The caster is in tune with their animalistic features of themselves. Depending on their choice, they can instantly grow a layer of fur or scales. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster grows a skin or pelt of the creature of their desire.&lt;br /&gt;
They may choose from a scaled coat which will give them +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
They may choose from a fur coat that will give them +2 HP over their max amount. &lt;br /&gt;
&lt;br /&gt;
They may choose from a spiked coat that will give them a +2 to melee rolls. &lt;br /&gt;
&lt;br /&gt;
Once a coat has been activated, it stays for 5 rounds, unable to use the ability again for 2 OOC hours.&lt;br /&gt;
|RedLines = The caster cannot swap between skins. &lt;br /&gt;
If the caster has a scaled coat, they take +1 damage from melee attacks.&lt;br /&gt;
If the caster has a fur coat, they take +1 damage from fire attacks.&lt;br /&gt;
If the caster has a spiked coat, they take +1 damage from ranged mundane attacks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fight or Flight (House of the Beast)&lt;br /&gt;
|Desc = The caster turns their hands and feet into those of an animal of their choosing. Increasing their movement speed. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster turns their hands and feet into that of an animal. The caster is now able to move 6+D8 agility blocks. Canceling the transformation takes an action phase. &lt;br /&gt;
|RedLines = The caster can only attack unarmed in this form. It can be combined with the Claws ability. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Apex Instinct (House of the Beast)&lt;br /&gt;
|Desc = The caster is fully in tune with their beast instincts, allowing them to sense danger instantly and get ready for action. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = This ability is always active; users have two action phases in their first round when they enter CRP. They are always able to move first in CRP.&lt;br /&gt;
|RedLines = If there are others with the move first ability, the people with the ability roll initiative first. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Blood Flame (House of Blood)&lt;br /&gt;
|Desc = The caster controls their blood so that their blood becomes combustible. If the mage was hurt in the melee range of an enemy, the blood would have spread to them. The caster can decide when to combust their blood on will. &lt;br /&gt;
|Range = This Mage's blood stains&lt;br /&gt;
|Effect = The caster's blood is dangerous and combustible using a special blood composition. Anyone who lands a melee-attack on the mage will be coated in their blood. Upon activation, anyone stained by the caster's blood will receive the burning effect.&lt;br /&gt;
&lt;br /&gt;
Once the ability has been activated, there is a 5-round cooldown until it can be activated again. &lt;br /&gt;
|RedLines = This effect can not be used to burn blocks. &lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4095</id>
		<title>Aeromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4095"/>
		<updated>2023-06-27T15:15:31Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aeromancy&lt;br /&gt;
| Image = AeromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aether, the realm of the nine Winds&lt;br /&gt;
| Cast = Catalyst - Opal Gem&lt;br /&gt;
| Paths = Lunarmancy '''·''' Tempestacy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. &lt;br /&gt;
&lt;br /&gt;
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.&lt;br /&gt;
&lt;br /&gt;
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Aeromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aether Seer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Tempest Explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Storm Mage&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Tempest Tamer&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Moonlit Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Lunarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lunaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Blast&lt;br /&gt;
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When utilizing this spell, and it is a successful roll, the caster rolls a D3 to see how strong the impact of the blast is. The target takes double the roll result in knockback.&lt;br /&gt;
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster is allowed to roll 2D2 instead. The knockback is triple the total roll result.&lt;br /&gt;
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Shear&lt;br /&gt;
|Desc = The caster manipulates the winds with Aether energy to turn the wind into small knives that can be hurled toward enemies or used for cutting vegetables&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates D4 small knives of air that float around them and will shoot them toward the enemies within range.&lt;br /&gt;
&lt;br /&gt;
Once the spell is cast successfully, the caster shouts how many knives to go toward which enemy. All the knives are used during the attack, each dealing D2 damage.&lt;br /&gt;
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.&lt;br /&gt;
|Succ = The full amount of knives is summoned.&lt;br /&gt;
|RedLines = Only 2 knives may target a single enemy simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Head Wind&lt;br /&gt;
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster causes a headwind that last 3 rounds in the backs of themselves and their allies up to 3 people total. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. &lt;br /&gt;
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.&lt;br /&gt;
|Succ = The effect is strengthened and adds 3 meters instead of 2.&lt;br /&gt;
|RedLines = The caster has to emote in their casting emote who is affected by the spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind familiar&lt;br /&gt;
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement blocks to the caster. &lt;br /&gt;
|Fail = The familiar doesn’t show up.&lt;br /&gt;
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.&lt;br /&gt;
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Tunnel&lt;br /&gt;
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel.&lt;br /&gt;
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take D2 damage on the way. &lt;br /&gt;
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cyclone Sphere&lt;br /&gt;
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to a target of choice. When sent at a target, the target has to roll a D20 agility. If the roll was below the caster's casting roll, the projectile hits and does 1 damage. A 20 or above will always dodge the incoming attack. The sphere is able to block level 1 spells, unbinding them.&lt;br /&gt;
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Bound&lt;br /&gt;
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.&lt;br /&gt;
&lt;br /&gt;
Once bound, the target can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ strength roll will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.&lt;br /&gt;
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.&lt;br /&gt;
|RedLines = The caster cannot cast any other spells if this spell is still active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Guiding Winds&lt;br /&gt;
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
# Forward Gust: Double the range of the missile attack.&lt;br /&gt;
&lt;br /&gt;
# Downward Gust: The damage of the missile attack is +2 if successful.&lt;br /&gt;
&lt;br /&gt;
#Guiding Gust: Increase attack rolls for the projectile by 2&lt;br /&gt;
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.&lt;br /&gt;
|RedLines = This spell cannot be used on magical projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aero Whip&lt;br /&gt;
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.&lt;br /&gt;
&lt;br /&gt;
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 20 or above will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
&lt;br /&gt;
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.&lt;br /&gt;
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.&lt;br /&gt;
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aether Palm&lt;br /&gt;
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:&lt;br /&gt;
&lt;br /&gt;
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 6 meters and take D2+2 damage.&lt;br /&gt;
&lt;br /&gt;
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D2+2 damage.&lt;br /&gt;
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.&lt;br /&gt;
|Succ = The hand does full damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Apex Tornado&lt;br /&gt;
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.&lt;br /&gt;
&lt;br /&gt;
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.&lt;br /&gt;
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.&lt;br /&gt;
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.&lt;br /&gt;
|RedLines = This spell must be cast in the presence of a loremaster. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Lunarmancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkness&lt;br /&gt;
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates an area of pure darkness in a 10x10 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, including the caster.&lt;br /&gt;
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for the maximum time and is increased to a 12x12 area.&lt;br /&gt;
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlit Veil&lt;br /&gt;
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.&lt;br /&gt;
&lt;br /&gt;
The spell stays active for D3+3 rounds and will then automatically crumble.&lt;br /&gt;
&lt;br /&gt;
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.&lt;br /&gt;
|Fail = The spell will fail, causing the veil to fall apart.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time.&lt;br /&gt;
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Judgement&lt;br /&gt;
|Desc =  Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes supercooled, causing freeze burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = If hit by the attack, the enemy will receive D3 damage. They will also receive a slow of -4 meters for 2 rounds.&lt;br /&gt;
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.&lt;br /&gt;
|Succ = The spell is empowered and deals D3+2 damage instead.&lt;br /&gt;
|RedLines = The enemy needs to be in the open for the attack to hit them. The attack can't supercool any material besides the worn materials of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Dream Touch&lt;br /&gt;
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:&lt;br /&gt;
&lt;br /&gt;
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.&lt;br /&gt;
&lt;br /&gt;
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 20+ intelligence roll will always cause the target to wake up.&lt;br /&gt;
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.&lt;br /&gt;
|Succ = The spell will heal or damage by 2 rather than D2.&lt;br /&gt;
|RedLines = You cannot check someone's memories using this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crescent Slash&lt;br /&gt;
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile.&lt;br /&gt;
&lt;br /&gt;
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.&lt;br /&gt;
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.&lt;br /&gt;
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hallowed Grounds&lt;br /&gt;
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.&lt;br /&gt;
&lt;br /&gt;
The caster can make a casting of Hallowed Grounds indefinite via Loremaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.&lt;br /&gt;
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.&lt;br /&gt;
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.&lt;br /&gt;
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. &lt;br /&gt;
&lt;br /&gt;
If the land or the item in question is destroyed, the effects of this spell are as well. A Loremaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lunar Doppelganger&lt;br /&gt;
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.&lt;br /&gt;
&lt;br /&gt;
The doppelgangers dissolve after 3 rounds.&lt;br /&gt;
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.&lt;br /&gt;
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.&lt;br /&gt;
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wrath of the Moon&lt;br /&gt;
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.&lt;br /&gt;
&lt;br /&gt;
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.&lt;br /&gt;
&lt;br /&gt;
If the target is a living being: D5+3 Damage&lt;br /&gt;
&lt;br /&gt;
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The caster summons the max amount of shards.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
&lt;br /&gt;
A player target can only be hit by 1 shard.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Tempestacy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spark&lt;br /&gt;
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.&lt;br /&gt;
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.&lt;br /&gt;
|Succ = The target is stunned for the maximum amount of time.&lt;br /&gt;
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Storm Armor&lt;br /&gt;
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind that acts as armor for the user. This armor is as effective as a layer of leather armor surrounding their entire body. After the first strike that seriously damages the user, the user loses their Sky Spirit's Armour, causing a wave of air to rush away from them, knocking anyone within two meters of them back by one meter.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back around d5 blocks and unable to attack you for one round. This armor lasts until the caster gets takes 3 damage total.&lt;br /&gt;
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The attacker is knocked away for D10 blocks instead of a D5. The total damage the armor can sustain is 5 damage instead of 3.&lt;br /&gt;
|RedLines = The caster can't cast another spell while being in their Storm Armor. The armor can be destroyed by ranged weaponry and magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunder Cloud Prison&lt;br /&gt;
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequence.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. Everyone moving through that area must perform a D20 intelligence check.&lt;br /&gt;
&lt;br /&gt;
If they roll a 12 or higher, they can move half their usual movement speed without taking damage.&lt;br /&gt;
&lt;br /&gt;
If they roll below a 12, they can move at their full movement speed but will take 1 damage of lightning for each block traveled through the prison.&lt;br /&gt;
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.&lt;br /&gt;
|Succ = The prison stays for the maximum amount of rounds, and the intelligence check is upped to 14.&lt;br /&gt;
|RedLines = Allies are also stuck in this prison though Tempestacy mages are immune to the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lightning Strike&lt;br /&gt;
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.&lt;br /&gt;
&lt;br /&gt;
1 = The attack will shock the target for one round, making them unable to attack on their next turn.&lt;br /&gt;
&lt;br /&gt;
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin.&lt;br /&gt;
&lt;br /&gt;
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning.&lt;br /&gt;
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.&lt;br /&gt;
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.&lt;br /&gt;
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tempest Form&lt;br /&gt;
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcest&lt;br /&gt;
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.&lt;br /&gt;
&lt;br /&gt;
These effects last for 2D2 rounds.&lt;br /&gt;
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.&lt;br /&gt;
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunderous Roar&lt;br /&gt;
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.&lt;br /&gt;
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.&lt;br /&gt;
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.&lt;br /&gt;
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Chain Lightning&lt;br /&gt;
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.&lt;br /&gt;
&lt;br /&gt;
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.&lt;br /&gt;
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.&lt;br /&gt;
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Calling of the Storm&lt;br /&gt;
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.&lt;br /&gt;
&lt;br /&gt;
The mage can move freely anywhere within this area during their movement turn.&lt;br /&gt;
&lt;br /&gt;
Any players on horseback are knocked off their horses instantly.&lt;br /&gt;
&lt;br /&gt;
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilites ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cloud&lt;br /&gt;
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. &lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.&lt;br /&gt;
|RedLines = The healing effect is not applicable in combat. &lt;br /&gt;
&lt;br /&gt;
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. &lt;br /&gt;
&lt;br /&gt;
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Lightning Reflexes (Tempestacy Only)&lt;br /&gt;
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.&lt;br /&gt;
|RedLines = This is a passive ability, not an active one. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cleansing Aura (Lunarmancy Only)&lt;br /&gt;
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. &lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.&lt;br /&gt;
&lt;br /&gt;
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.&lt;br /&gt;
|RedLines = The blinding effect of this ability has a 2 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4094</id>
		<title>Geomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4094"/>
		<updated>2023-06-27T15:15:21Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Geomancy&lt;br /&gt;
| Image = GeomancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Kor, the realm of the Mountain&lt;br /&gt;
| Cast = Catalyst - Amerynd Crystal&lt;br /&gt;
| Paths = Biomancy '''·''' Petromancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions &lt;br /&gt;
|60 Minutes. Proof in lore ticket. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Geomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Warlock&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Envoy of Kor&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Petromancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Petro Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Petromancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Petrosi&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Biomancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Biomancy Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Biomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Biomantis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Most spells in this magic require a loremaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the lore team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Veil&lt;br /&gt;
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster needs to roll a D5 to determine the amount of rounds until the crystals would vanish. If summoned successfully, the shield will cover a three-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb half of any extra damage, rounded down at a minimum of 1.&lt;br /&gt;
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.&lt;br /&gt;
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.&lt;br /&gt;
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mending&lt;br /&gt;
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster targets up to a 3x3x3 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.&lt;br /&gt;
&lt;br /&gt;
Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot.&lt;br /&gt;
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.&lt;br /&gt;
|Succ = The repaired area grows to a cube of 5x5x5.&lt;br /&gt;
|RedLines = A loremaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rock Spike&lt;br /&gt;
|Desc = Summon a spike of rocks that harms those standing on top of it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a 1x1x2 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 2 meters.&lt;br /&gt;
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.&lt;br /&gt;
|Succ = The caster masterfully manipulates the terrain. The spike becomes 2x2x4 and does full damage.&lt;br /&gt;
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air.&lt;br /&gt;
&lt;br /&gt;
The spell can not hurt the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Korstone Pebbles&lt;br /&gt;
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll defense or get hit. When the spell hits, it does D2 damage.&lt;br /&gt;
|Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage.&lt;br /&gt;
|Succ = The stones gain extra momentum and can reach up to 15m&lt;br /&gt;
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquify&lt;br /&gt;
|Desc = The caster holds a bar of the wanted metal, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = One of the following effects will take place, each requiring a different amount of iron / metal;&lt;br /&gt;
&lt;br /&gt;
The caster creates a sword from the chosen metal and gets the effects of the new weapon that metal would have. Only the caster can wield this. [2 ingots]&lt;br /&gt;
&lt;br /&gt;
The caster creates a unique tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Loremaster supervision. [LM determined]&lt;br /&gt;
&lt;br /&gt;
The caster shoots the ball of liquid metal at their target within 20m, and it solidifies before impact. This deals D3 damage on success. [1 ingot]&lt;br /&gt;
&lt;br /&gt;
The caster smiths a metallic plate and secures it onto themselves, granting them a +1 to defense until they take 3 damage. The caster can only have 2 plates on themselves at a time. [1 ingot]&lt;br /&gt;
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.&lt;br /&gt;
|Succ = The item the user has created is perfect in shape and size. They can add a +1 to any roll (except damage) they make while using this item. If this cast was used to create a lockpick, the caster gains an additional lockpick.&lt;br /&gt;
|RedLines = If used to create lockpicks, the mage must wait one IC day (3 hours OOCly) until they can create any more lockpicks. The caster can continue to make lockpicks during a LM hosted event until tiring (the LM decides this).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Armored Dust&lt;br /&gt;
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to bow attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher.&lt;br /&gt;
&lt;br /&gt;
The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again.&lt;br /&gt;
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. &lt;br /&gt;
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.&lt;br /&gt;
|RedLines = The armor can be washed away with aquamancy projectile spells. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tomb of Stone&lt;br /&gt;
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for 2 rounds, each round taking 1 damage of crushing. The target may attempt to break free early by rolling strength during their turn. They escape early if the strength roll is higher than the casting roll.&lt;br /&gt;
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and rooting them for 1 round, dealing an additional 1 damage.&lt;br /&gt;
|Succ = The rocks are extremely firm and can not be broken free from early.&lt;br /&gt;
|RedLines = To use this spell out of combat, an LM or Moderation team member has to supervise. Players trapped inside the rock tomb can not attack or be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Earthy Encasement&lt;br /&gt;
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = Upon performing the spell, a 2 Meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. &lt;br /&gt;
&lt;br /&gt;
The victim can attempt to dig out by rolling d20. If the roll is higher than the success roll for the spell, they break free; a 20 will always free the player.&lt;br /&gt;
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.&lt;br /&gt;
|Succ = The earth presses onto the victim harder, dealing D2 damage per round.&lt;br /&gt;
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like).&lt;br /&gt;
&lt;br /&gt;
The victim's allies can attempt to dig them out by spending their own action.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seismic Spikes&lt;br /&gt;
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in a 8x5 area. Everyone hit within this area takes D2+1 damage.&lt;br /&gt;
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.&lt;br /&gt;
|Succ = The targets hit by the spell cannot move for 1 round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cold Forge&lt;br /&gt;
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.&lt;br /&gt;
&lt;br /&gt;
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.&lt;br /&gt;
&lt;br /&gt;
1-6 = Iron&lt;br /&gt;
7-9 = Steel&lt;br /&gt;
10 = Damascus Steel&lt;br /&gt;
&lt;br /&gt;
A weapon created this way has certain magical properties, which can grant the person holding the weapon to gain a +1 in strength. Only one of these bonuses may apply to a single creature at any time.&lt;br /&gt;
|Fail = The caster fails to create any weapon; they pass out and cannot attempt to cast this spell for 2 OOC weeks.&lt;br /&gt;
|Succ = The caster rolls a D11 instead, where 11 = Adamantium.&lt;br /&gt;
|RedLines = The mage can only attempt to make a weapon this way once per OOC week due to the high value of these weapons. A loremaster must be present for the creation to approve the weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit of Kor&lt;br /&gt;
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster's tear gets closed or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:&lt;br /&gt;
&lt;br /&gt;
25 HP, 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
+3 on attack rolls.&lt;br /&gt;
+5 on defense rolls.&lt;br /&gt;
&lt;br /&gt;
It can choose from 3 abilities each round.&lt;br /&gt;
&lt;br /&gt;
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.&lt;br /&gt;
&lt;br /&gt;
Protect: If the golem is within 5M of the target, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.&lt;br /&gt;
&lt;br /&gt;
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.&lt;br /&gt;
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.&lt;br /&gt;
|Succ = The spirit has an additional 10 HP.&lt;br /&gt;
|RedLines = Only one of these spirits may exist at once.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell. This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Petromancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pillar of Stone&lt;br /&gt;
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters - 18 meters as projectile&lt;br /&gt;
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.&lt;br /&gt;
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.&lt;br /&gt;
|Succ = The maximum size, instead, is doubled&lt;br /&gt;
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Hands&lt;br /&gt;
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The user briefly touches something and turns it into solid rock.&lt;br /&gt;
&lt;br /&gt;
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.&lt;br /&gt;
&lt;br /&gt;
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.&lt;br /&gt;
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.&lt;br /&gt;
|Succ = The spell lasts for D2+2 rounds.&lt;br /&gt;
|RedLines = You cannot fully petrify other players.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Craftman's Friends&lt;br /&gt;
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.&lt;br /&gt;
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.&lt;br /&gt;
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.&lt;br /&gt;
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.&lt;br /&gt;
&lt;br /&gt;
Moreover, the caster cannot cast any spells while in this golem.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Circle of Stone&lt;br /&gt;
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.&lt;br /&gt;
&lt;br /&gt;
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.&lt;br /&gt;
|Succ = The circle of stones stays up for 5 rounds instead of 3.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Geotic Grasp&lt;br /&gt;
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds&lt;br /&gt;
|Fail = The spell fails, and nothing happens.&lt;br /&gt;
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.&lt;br /&gt;
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.&lt;br /&gt;
&lt;br /&gt;
The targets can still move everything but their legs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Stones of Anguish&lt;br /&gt;
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.&lt;br /&gt;
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.&lt;br /&gt;
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. &lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voice of the Mountain&lt;br /&gt;
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.&lt;br /&gt;
&lt;br /&gt;
All enemies in the area  receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.&lt;br /&gt;
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.&lt;br /&gt;
|Succ = The duration of the spell is D2+2 rounds instead.&lt;br /&gt;
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Eden's Wrath&lt;br /&gt;
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. &lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Casting this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Biomancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Living Soil&lt;br /&gt;
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.&lt;br /&gt;
|Fail = The soil dies immediately, and nothing happens.&lt;br /&gt;
|Succ = The target may heal up to 2D2.&lt;br /&gt;
|RedLines = The spell cannot heal multiple people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Spores&lt;br /&gt;
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.&lt;br /&gt;
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.&lt;br /&gt;
|Succ = The spores are incredibly effective, blinding the target for an extra round.&lt;br /&gt;
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strangle Roots&lt;br /&gt;
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.&lt;br /&gt;
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.&lt;br /&gt;
|Succ = The roots start to strangle the target, dealing D2 damage.&lt;br /&gt;
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animal Control&lt;br /&gt;
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.&lt;br /&gt;
&lt;br /&gt;
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.&lt;br /&gt;
&lt;br /&gt;
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:&lt;br /&gt;
&lt;br /&gt;
HP: 4&lt;br /&gt;
Str: 0, Def: -1, Agi: +2, Int: Unusable&lt;br /&gt;
Attacks: 2, each dealing D2 damage.&lt;br /&gt;
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.&lt;br /&gt;
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.&lt;br /&gt;
|RedLines = This spell only works on common - rare mobs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rose Vines&lt;br /&gt;
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.&lt;br /&gt;
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.&lt;br /&gt;
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.&lt;br /&gt;
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Healing Blossom&lt;br /&gt;
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.&lt;br /&gt;
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.&lt;br /&gt;
|Succ = All targets are healed for the full 2 HP.&lt;br /&gt;
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Gnarling Swarm&lt;br /&gt;
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.&lt;br /&gt;
&lt;br /&gt;
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.&lt;br /&gt;
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.&lt;br /&gt;
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.&lt;br /&gt;
|RedLines = This spell can only be used under Loremaster supervision if the player wishes to damage a structure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Kor’s Expansion&lt;br /&gt;
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.&lt;br /&gt;
&lt;br /&gt;
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell&lt;br /&gt;
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.&lt;br /&gt;
|RedLines = Players hit by the attack will be thrown out of the radius.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used when a loremaster/event team member supervises.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Earthly Awareness&lt;br /&gt;
|Desc = The caster has reached a new milestone, where the earth can be read like a book.&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Calming Aura (Biomancy only)&lt;br /&gt;
|Desc = The caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals those around them and himself.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = A maximum of 3 targets of the caster's choice within a 10-block area of the mage will heal 1 HP every round, including the mage themselves.&lt;br /&gt;
|RedLines = Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crystalline Hands (Petromancy only)&lt;br /&gt;
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this ability has a 4 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4093</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4093"/>
		<updated>2023-06-27T15:15:09Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them. The creature closest to the caster within this area takes D3 damage, and all remaining targets, up to a maximum of 3, take D2 damage. If there are multiple targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. The copy's turn is after the caster's. This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks. The copy can take up to 5HP of damage from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This page also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d5 to see how many spears of ice are created. The caster must choose a separate target for every spear. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster also has the option to wield one of these as a trident, or send tridents to allies in range for them to wield, until dispelled and as long as they are within range of their tear.. When thrown, the trident throw freezes the target's feet for 1 round and disappears. This effect takes one weapon away from the amount created.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spears turn into snow while in the air, making the spears do absolutely nothing.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile, and the trident throw freezes the target solid for 1 round.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&amp;diff=4092</id>
		<title>Pyromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&amp;diff=4092"/>
		<updated>2023-06-27T15:15:00Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{MagicType&lt;br /&gt;
| Name = Pyromancy&lt;br /&gt;
| Image = PyromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Ignos, the realm of Fire&lt;br /&gt;
| Cast = Catalyst - Sphalerite Gem&lt;br /&gt;
| Paths = Solarmancy '''·''' Magmamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mages of fire are of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues, making fire magic more widespread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Fire has been there for as long as people can remember to cook meat, warm themselves up, and other useful facts. But around the year 200, someone took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world and making it a few degrees hotter. Once this primordial had brought their fire, they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and even to color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos and let someone, or something, stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as a tradition by teachers to teach their students.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions for your good. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear, and other emotions fade away. Your mind starts to understand the runes of old, created by the first mage of fire to teach. Only once one's mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks, or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes. Proof in lore ticket.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Pyromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Ignos Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Solarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Solar Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Solarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Solaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Magmamancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Magmic explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Magmamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Magmaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks, and they will heal, though this damage does kill while following all rules. This is just so that one's appearance doesn't change without consent. If discussed with the recipient of the flames and they want to have the marks, you can make an exception, but only then. Fire from Ignos does '''NOT''' spread to flammable objects and can not cause large spreading fires such as forest fires.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ignis Enlightenment&lt;br /&gt;
|Desc = The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = This spell lights up the metal or flame item, illuminating the surrounding area.&lt;br /&gt;
&lt;br /&gt;
If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.&lt;br /&gt;
&lt;br /&gt;
In addition, a successful strike with this object inflicts the burning effect for D2 rounds.&lt;br /&gt;
|Fail = The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.&lt;br /&gt;
|Succ = The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.&lt;br /&gt;
|RedLines = The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Tempo&lt;br /&gt;
|Desc = The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.&lt;br /&gt;
|Fail = The flames become too hot for the caster to deal with, and they take D2 damage.&lt;br /&gt;
|Succ = The spell's duration lasts for D3+2 rounds.&lt;br /&gt;
|RedLines = The spell is ineffective if the caster is bound.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flame Arrow&lt;br /&gt;
|Desc = The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters or Bow range if used.&lt;br /&gt;
|Damage = If the arrow is shot on its own, it deals 2 damage.&lt;br /&gt;
If the arrow is shot with a bow, it deals D3 damage.&lt;br /&gt;
If the arrow is shot with a crossbow, it applies Burning.&lt;br /&gt;
|Fail = The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.&lt;br /&gt;
|Succ = Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.&lt;br /&gt;
|RedLines = Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pyrotic Pulse&lt;br /&gt;
|Desc = The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.&lt;br /&gt;
|Fail = The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.&lt;br /&gt;
|Succ = The combustion is more powerful than expected and deals D5+7 meters of knockback.&lt;br /&gt;
|RedLines = This spell does not work on large constructs and cannot blow up the terrain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Arsenal&lt;br /&gt;
|Desc = The caster manipulates fire to take the form of a weapon composed of flame.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon can be of any known and common design so long as it is one solid piece.&lt;br /&gt;
&lt;br /&gt;
This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.&lt;br /&gt;
|Fail = The weapon fails to summon.&lt;br /&gt;
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.&lt;br /&gt;
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Breath of the Dragon&lt;br /&gt;
|Desc = The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.&lt;br /&gt;
&lt;br /&gt;
Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning. &lt;br /&gt;
&lt;br /&gt;
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.&lt;br /&gt;
|Fail = The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.&lt;br /&gt;
|Succ = Roll a D3 to determine damage instead of a D2.&lt;br /&gt;
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fireball&lt;br /&gt;
|Desc = Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.&lt;br /&gt;
&lt;br /&gt;
If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.&lt;br /&gt;
|Fail = The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.&lt;br /&gt;
|Succ = The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.&lt;br /&gt;
|RedLines = The spell can damage objects but requires a loremaster's supervision.&lt;br /&gt;
Always round off the damage if the number is uneven.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rejuvenating flames&lt;br /&gt;
|Desc = You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.&lt;br /&gt;
&lt;br /&gt;
This shroud lasts for D2 rounds.&lt;br /&gt;
|Fail = The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.&lt;br /&gt;
|Succ = The effect lasts for 1 additional round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of Flame&lt;br /&gt;
|Desc = The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast. 1 meter when used for combat.&lt;br /&gt;
|Damage = An extension of the caster's choosing is created which stays for 3 rounds. &lt;br /&gt;
The caster can choose to use the extension for two purposes:&lt;br /&gt;
&lt;br /&gt;
The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect. &lt;br /&gt;
&lt;br /&gt;
The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early. &lt;br /&gt;
|Fail = The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.&lt;br /&gt;
|Succ = The fire control is extremely potent and the spell lasts for 5 rounds instead.&lt;br /&gt;
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ember Trap&lt;br /&gt;
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.&lt;br /&gt;
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.&lt;br /&gt;
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds.  &lt;br /&gt;
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Flame&lt;br /&gt;
|Desc = You draw from the power of Ignos to create a flaming barrier.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds. &lt;br /&gt;
&lt;br /&gt;
If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.&lt;br /&gt;
|Fail = The wall is insatiable and falls on the caster, dealing D3 damage.&lt;br /&gt;
|Succ = The wall flares up, dealing D2+1 and burning.&lt;br /&gt;
|RedLines = This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit Phoenix&lt;br /&gt;
|Desc = The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.&lt;br /&gt;
&lt;br /&gt;
During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.&lt;br /&gt;
|Fail = The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.&lt;br /&gt;
|Succ = The spell's duration increases by 2 rounds.&lt;br /&gt;
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fiery Cyclone&lt;br /&gt;
|Desc = Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.&lt;br /&gt;
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.&lt;br /&gt;
|Succ = The cyclone's movement becomes 8 meters.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flaming Behemoth&lt;br /&gt;
|Desc = The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.&lt;br /&gt;
&lt;br /&gt;
HP: 10&lt;br /&gt;
&lt;br /&gt;
Str: +6, Def: +2, Agi: None, Int: +6&lt;br /&gt;
&lt;br /&gt;
The spirit has 3 attacks, which the caster can use at the end of their turn.&lt;br /&gt;
&lt;br /&gt;
Flame Breath:&lt;br /&gt;
The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.&lt;br /&gt;
&lt;br /&gt;
Flame Claws:&lt;br /&gt;
The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.&lt;br /&gt;
&lt;br /&gt;
Burning Blight:&lt;br /&gt;
The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.&lt;br /&gt;
&lt;br /&gt;
This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.&lt;br /&gt;
|Fail = The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.&lt;br /&gt;
|Succ = The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.&lt;br /&gt;
|RedLines = A loremaster must be present when trying to use this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Solarmancy&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smothering Dome&lt;br /&gt;
|Desc = The caster is covered in a small dome that absorbs blocked spells, growing deadlier in the process. The dome is compressed and shot out afterward.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage to the damage of the sun. At the start of the caster's next turn, the caster compresses the layer into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.&lt;br /&gt;
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.&lt;br /&gt;
|Succ = The dome will last for 2 rounds.&lt;br /&gt;
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smite&lt;br /&gt;
|Desc = Smite allows the caster to invoke an incantation when outdoors and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The attack covers a 3x3 area. All targets within the area receive 3D2 damage and become Blinded by the light for 1 round. If the target continues to wear superheated armor or clothing, they will experience burning.&lt;br /&gt;
|Fail = The caster becomes Blinded themselves for 1 round, and receive Burning.&lt;br /&gt;
|Succ = The spell does 3D2+1 damage instead, and the Blindness lasts for 2 rounds.&lt;br /&gt;
|RedLines = The enemy needs to be under the open sky for the attack to hit them. The attack can't ignite any material besides the worn materials of the enemy. This spell can only be cast during the daytime.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Strike&lt;br /&gt;
|Desc = The caster concentrates light within their palm; hitting an enemy unarmed will cause a flash of light.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The target takes 2D3 damage and is stunned until the end of the next round. Making them unable to move or take any actions or reactions.&lt;br /&gt;
|Fail = The caster takes 3 damage from sunburn.&lt;br /&gt;
|Succ = The stun lasts for an additional round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fiery Mirror&lt;br /&gt;
|Desc = The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the caster rolls a D2+1 to determine how many rounds the spell remains active.&lt;br /&gt;
&lt;br /&gt;
Whenever an attack targets the caster or the target ally, they roll a D6. On an even number, the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one.&lt;br /&gt;
&lt;br /&gt;
The damage goes through to the caster/ally on an odd number, but the damage is halved to a minimum of 1.&lt;br /&gt;
|Fail = The spell has no effect; it breaks apart, and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.&lt;br /&gt;
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Regulus Protection&lt;br /&gt;
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D5+5 to determine the HP of their summoned protection. If they are hit by an attack while protected, the attacker will be knocked back D10+5 meters, become Blinded and slowed by -4 meters for 2 rounds, and receive Burning.&lt;br /&gt;
&lt;br /&gt;
The spell lasts until its HP is gone or after 3 rounds.&lt;br /&gt;
|Fail = The spell malfunctions, knocking the caster D4+4 blocks away from their original position. They receive 2 damage, Blindness, and -4 meters movement for 1 round.&lt;br /&gt;
|Succ = The caster can roll D10 for the spell's HP value.&lt;br /&gt;
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sunlight Mirage&lt;br /&gt;
|Desc = The caster envelops themself into the sunlight as multiple images of themself appear through solar reflections. The caster can use this to confuse enemies or put up a fun display.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a mirage of themselves in the sunlight surrounding them and moving with them, changing intermittently so enemies cannot find the real one. During the day, they may make 2D2 mirages that are powered directly by Sol. During the night, they may make D2 mirages that are powered by sunlight from a tear. &lt;br /&gt;
&lt;br /&gt;
An attacker will have to roll a die with the number of mirages + 1 for the caster. If the caster has 4 mirages then the attacker rolls a D5 for the attack. To successfully hit the caster, the attacker needs to roll the highest number, after which the caster defends. If any other number is rolled, then a mirage is hit and will disappear.&lt;br /&gt;
&lt;br /&gt;
After 2 rounds, 1 mirage starts disappearing at the end of the caster's turn even if one or more mirages are already destroyed that round.&lt;br /&gt;
|Fail = The caster fails to control the sunlight, blinding themself in the process of enveloping themself in sunlight for their next turn.&lt;br /&gt;
|Succ = The sunlight sharpens and the maximum amount of mirages is conjured.&lt;br /&gt;
|RedLines = The spell has a 3-round cooldown. Mirages cannot attack. An attack cannot destroy two mirages at once. Area of effect attacks will always hit the caster. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spear of the Sun&lt;br /&gt;
|Desc = Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself. It lasts until dispelled and while the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The spear can attack 3 times and deals D2 damage with each hit using a strength roll. The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage and Blinding the target for D2+1 rounds if thrown this way using an Intelligence roll. When this happens, the spear disappears.&lt;br /&gt;
|Fail = The caster becomes blinded for D2 rounds as they cannot handle the sun's powers.&lt;br /&gt;
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.&lt;br /&gt;
|RedLines = Only one spear may be created by the caster at any time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rays of Ignos&lt;br /&gt;
|Desc = The caster conjures potent beams of light that track their targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Rays of light stream forth from the tear to illuminate 3 creatures of the caster's choosing. These creatures bathed in Ignos' light will take 2D2 damage for the spell's duration. If any of the creatures are wearing armor, it will become extremely hot, which increases the damage to 2D2+1 per round instead.&lt;br /&gt;
&lt;br /&gt;
This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = The spell fails, the light falls upon the caster, and they take D3 damage for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for an extra round.&lt;br /&gt;
|RedLines = The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solar Expulsion&lt;br /&gt;
|Desc = The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster charges its power and compresses it in a focal point, creating a sun within range. At the start of the caster's next round, the Sun explodes. This spell deals 8 damage to anyone within six meters and 4 damage + Burning to anyone further away from the sun on the battlefield (besides the caster). Everyone hit is Blinded, and receives -6 meters movement for 2 rounds.&lt;br /&gt;
|Fail = The caster becomes unconscious, receiving 3D2 damage and may lose a limb.&lt;br /&gt;
|Succ = The targets are blinded and slowed for 3 rounds instead of the original duration.&lt;br /&gt;
|RedLines = This spell decays structures within 30 meters as if they were molten.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once a week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Magmamancy&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Shield&lt;br /&gt;
|Desc = The casters summons a blazing shield from Ignos. It steams with heat, and bits of lava drip from its edges.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = Create a shield of fire that acts like a normal shield. This lasts until dispelled and as long as the caster remains within range of their tear. Blocking melee attacks will allow the caster to riposte with a fiery pulse via an intelligence roll, dealing 1 damage on success.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = The fiery pulse riposte now deals D2 damage.&lt;br /&gt;
|RedLines = You cannot give the shield to another player. This shield can also not be used in combination with a two-handed weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ring of Fire&lt;br /&gt;
|Desc = The caster creates a ring of fire around themselves or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a ring of fire, a circle with a diameter of 5 meters, impenetrable by any projectile except for the caster's. The caster deals +1 extra damage while inside of this ring. This ring of fire does damage when touched. It gives D3 damage every round they touch the ring and inflicts burning. The ring of fire lasts for D3+2 rounds.&lt;br /&gt;
|Fail = The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.&lt;br /&gt;
|Succ = The ring of fire is strengthened, lasting D3+4 rounds instead. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.&lt;br /&gt;
|RedLines = The fire ring can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.&lt;br /&gt;
&lt;br /&gt;
Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkened Skies&lt;br /&gt;
|Desc = The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target/follow enemies outside this range.&lt;br /&gt;
&lt;br /&gt;
This effect lasts for D3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = The effect stays for an additional D3 rounds.&lt;br /&gt;
|RedLines = Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Bolts&lt;br /&gt;
|Desc = A blazing fire emanates from the tear into Ignos as bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = When firing this spell, a successful roll, the caster rolls a 2D2 to see how many bolts appear. Each bolt deals 1 damage and adds 1 round of burning. If three or more bolts hit the same target, they take all damage from their active burning effect immediately. This ends the burning effect.&lt;br /&gt;
|Fail = The tear becomes unstable whilst casting this spell and collapses, requiring the caster to open a new tear before casting again. &lt;br /&gt;
|Succ = The bolts always make the target take immediate burn damage.&lt;br /&gt;
|RedLines = A maximum of 3 bolts can be shot at the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Molten Soil&lt;br /&gt;
|Desc = The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If successfully cast, the caster may choose a 5x5 area within range to melt down. All targets in this area that are not Pyromancers cannot move for D2+1 rounds. If they do so, they take 2 damage per two meters they move within the area. After escaping the area, characters will have their movement reduced by -3 meters for the following 2 rounds.&lt;br /&gt;
|Fail = The spell has no effect.&lt;br /&gt;
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.&lt;br /&gt;
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Scorching Panoply&lt;br /&gt;
|Desc = Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The casters' entire body is surrounded in a shielding flame that grants them +4 on defense rolls for D2+1 rounds.&lt;br /&gt;
|Fail = The caster's suit of armor made of the inferno is not that great. The armor explodes, dealing D2+1 damage to the caster.&lt;br /&gt;
|Succ = The cover the user created for themselves is practically perfect. It grants the caster +6 on defense rolls for 2 extra rounds.&lt;br /&gt;
|RedLines = This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield and cannot damage anything. The spell can be canceled out with any water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smouldering Rain&lt;br /&gt;
|Desc = You make it rain fiery ash for a short time.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster channels a ball of magma which shoots into the air and explodes into a 12 meter area. Everyone within the area takes 1 burn damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.&lt;br /&gt;
|Fail = The ball fire dissolves into the hand of the caster and deals D3+1 damage.&lt;br /&gt;
|Succ = The rain is more intense and deals D2 damage instead of 1 damage flat.&lt;br /&gt;
|RedLines = The caster is immune to the rain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Meteoric Barrage&lt;br /&gt;
|Desc = The caster creates a small volcano that erupts flaming rocks that fall in a flaming barrage on the battlefield.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = Create D7+5 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 4 flat damage per fireball, and will be pinned under the meteorite unable to move for 2 rounds.&lt;br /&gt;
|Fail = Instead half of the summoned fireballs, rounded up, will hit the caster for 1 damage each and the others disperse. The caster will be pinned for 2 rounds, and may lose a limb.&lt;br /&gt;
|Succ = The fireballs deal 5 flat damage.&lt;br /&gt;
|RedLines = A maximum of 2 fireballs may be directed at a single player.&lt;br /&gt;
&lt;br /&gt;
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once a week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Flaming Familiar&lt;br /&gt;
|Desc = The mage can create a small, flame-like spirit that follows them around.&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.&lt;br /&gt;
|RedLines = If the familiar is slain, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Brilliant Radiance (Solarmancy only)&lt;br /&gt;
|Desc = The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.&lt;br /&gt;
|RedLines = If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Running Hot (Magmamancy only)&lt;br /&gt;
|Desc = When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.&lt;br /&gt;
|RedLines = Once used, this ability has a cooldown of 3 rounds.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Magic_and_becoming_a_Spellcaster&amp;diff=4091</id>
		<title>Magic and becoming a Spellcaster</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Magic_and_becoming_a_Spellcaster&amp;diff=4091"/>
		<updated>2023-06-27T15:13:31Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Strengthening the Bond */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Spellcasters ==&lt;br /&gt;
A spellcaster is an individual who has bound their soul to one of the realms from which they draw power. The process of binding is a long and tedious road that the new caster has to follow to gain their magical abilities. The caster has to fully trust the realm and its powers and in return, the realm also has to trust the wielder. The realm wants the caster to treat the powers given to them with the respect it deserves. In order to gain the trust of a realm, the caster has to fully surrender to the element the realm they’re bonding with represents. This is done through meditation, study and trials. Upcoming Geomancers can be found meditating on top of mountains or in deep caves while Pyromancers can be found meditating within a burning forest or a charred building. Spellcasters are influenced by the season and have a deep connection to the magical power sources that exist within Eden. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Becoming a Mage ==&lt;br /&gt;
Becoming a mage or being taught how to become one is a sacred step for every apprentice. Most often such apprentices are chosen by older mages and are taught simple rituals and the rules and laws around the magical arts and crafts. Yet, at one point the apprentice is ready to strengthen their bond with the representing realm. If one wishes to achieve mage hood, they will always have to explore the principles of the realm with their master and be accepted by the realm as they have accepted it. The initial mutual acceptance stage occurs when a mage sets out to find their casting crystal and have it empowered by the realm. The elemental realms have a deep connection with Eden and its brilliance, therefore avoiding those that might seek harm to Eden. Magic powers that stem from other realms or places are more fickle and unpredictable, not having much of a preference but equally dangerous to all who wish to pursue this path.&lt;br /&gt;
== Strengthening the Bond ==&lt;br /&gt;
&lt;br /&gt;
After having found a casting crystal and a teacher, the mage embarks on their journey and bonds with the realm. The beginning for a mage are fast-paced as they are guided by their teacher. Upon reaching a threshold where the master has to let their student go, a mage will start to focus on and study their realm and power on their own. Causing them to slowly but steadily become more used to utilizing their magical powers as well as connecting with the realm.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For elemental mages strengthening the bond is only possible when mages travel to the hallowed grounds scattered around the continent. These hallowed grounds are the places where the primordial energy of the moon, the oceans, the mountains and the sun is closest to Eden or places of extreme ties to the elemental realm such as comets from the Ignos or a pond filled with water from Aros. Elemental mages have to partake in a series of trials by the realm which count as milestones for their progression. But the majority of a mage's time is filled with self-studying their realm to deepen their connection. Once the time is right, the mage travels to the Hallowed Grounds and tests their innate bond. If the realm acknowledges their efforts, the mage feels their bond strengthened even further as they take another step further into their pursuit of becoming one with the realm. If the eason is the mage's primal season, they find that their innate ability to comprehend the deeper structures of their realm quicken and they could sometimes even strengthen the bond twice during this time.&lt;br /&gt;
&lt;br /&gt;
For voidal mages strengthening the bond is a much more simplistic but dark undertaking. Voidal mages spend time developing their powers, further corrupting their bodies and minds, only to gain additional power. The process might be faster than that of an elemental mage but it is also much more dangerous due to the volatile nature of the voidal energy that is corrupting the mages slowly. Voidal mages might find themselves unable to resist sudden urges that arise within the deepest of their beings and won’t be able to act rationally upon them. Some voidal mages have been observed to change indefinitely upon strengthening their bond to a high enough degree. Voidal mages too, have to indulge in self-study. However, this is often done through sinister experiments that defy the common laws of the just nations of Eden. A voidal mage strengthens their bond by gaining the approval of the entity which they host or serve. Be it a demon, the Aristocrasy, or even more sinister lords. &lt;br /&gt;
== Catalysts and Ingredients ==&lt;br /&gt;
&lt;br /&gt;
The casting of magic is often described as something mysterious since most often a sacrifice or catalyst is needed to open a tear and call forth the energy required to cast a spell. Every caster needs an item to cast their spells, this can be a staff, ring, weapon etc. At the beginning of their travels, the apprentice will most often receive their first catalyst from their mentor, however, during their training and travels the apprentice, like most mages, will often create new catalysts themselves and embed the crystal inside. &lt;br /&gt;
&lt;br /&gt;
These catalysts have a deep connection to Eden and are able to perform minor acts of magic like slightly moving rocks or lighting a candle if the stone is held close to it. If a mage wishes to use the catalyst for advanced forms of casting and opening tears, they have to get the approval of the realm by travelling to a hallowed ground that corresponds with their catalyst. When the mage is approved by the realm, that is when their journey as a mage officially takes off. &lt;br /&gt;
&lt;br /&gt;
While catalysts are most commonly used, a few selected forms of magic are using naturalistic ingredients on top of that. Such ingredients can vary from blood to herbs and more. Due to such, some forms of magic are described as more sinister than others, because the requirements to cast a spell are often seen as unorthodox or inhumane. These additional ingredients are key aspects for certain spells to perform properly. There are catalysts that have the capability to hold such ingredients and can perform sinister rituals using them. &lt;br /&gt;
== Learning Magic / Spells ==&lt;br /&gt;
&lt;br /&gt;
When casting a spell the mage will need to open a tear in between the realm of Eden and the realm they desire. Upon doing so the mage can compress the freed energy and release it in their desired shape. To control said energy the mage is often tasked to study new spells from ancient tomes left behind by predecessors or direct teaching from their master. The mage intrinsically knows what spells they may cast whenever their powers are increased and the energy of their realm envelops them. &lt;br /&gt;
&lt;br /&gt;
But that does not mean that all magical knowledge has been discovered yet, mages are able to grasp the concepts of their magical abilities and train with them. Once they are officially mages they may attempt to ponder magic and create their own spells which will add to the knowledge of all mages practising the arts. &lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Blindness / Blinded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Shocked&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While shocked the enemy can't attack the caster.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Burning / Burn Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.&lt;br /&gt;
The burning effect can be stopped with water of any kind.&lt;br /&gt;
&lt;br /&gt;
The burning effect cannot stack / refresh.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.&lt;br /&gt;
Freezing effects cannot refresh the frozen status.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Stunned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target's turn is skipped.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target cannot move or attack, but can still perform other actions and make use of saving rolls.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Magic_and_becoming_a_Spellcaster&amp;diff=4090</id>
		<title>Magic and becoming a Spellcaster</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Magic_and_becoming_a_Spellcaster&amp;diff=4090"/>
		<updated>2023-06-27T15:13:18Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Strengthening the Bond */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Spellcasters ==&lt;br /&gt;
A spellcaster is an individual who has bound their soul to one of the realms from which they draw power. The process of binding is a long and tedious road that the new caster has to follow to gain their magical abilities. The caster has to fully trust the realm and its powers and in return, the realm also has to trust the wielder. The realm wants the caster to treat the powers given to them with the respect it deserves. In order to gain the trust of a realm, the caster has to fully surrender to the element the realm they’re bonding with represents. This is done through meditation, study and trials. Upcoming Geomancers can be found meditating on top of mountains or in deep caves while Pyromancers can be found meditating within a burning forest or a charred building. Spellcasters are influenced by the season and have a deep connection to the magical power sources that exist within Eden. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Becoming a Mage ==&lt;br /&gt;
Becoming a mage or being taught how to become one is a sacred step for every apprentice. Most often such apprentices are chosen by older mages and are taught simple rituals and the rules and laws around the magical arts and crafts. Yet, at one point the apprentice is ready to strengthen their bond with the representing realm. If one wishes to achieve mage hood, they will always have to explore the principles of the realm with their master and be accepted by the realm as they have accepted it. The initial mutual acceptance stage occurs when a mage sets out to find their casting crystal and have it empowered by the realm. The elemental realms have a deep connection with Eden and its brilliance, therefore avoiding those that might seek harm to Eden. Magic powers that stem from other realms or places are more fickle and unpredictable, not having much of a preference but equally dangerous to all who wish to pursue this path.&lt;br /&gt;
== Strengthening the Bond ==&lt;br /&gt;
&lt;br /&gt;
After having found a casting crystal and a teacher, the mage embarks on their journey and bonds with the realm. The beginning for a mage are fast-paced as they are guided by their teacher. Upon reaching a threshold where the master has to let their student go, a mage will start to focus on and study their realm and power on their own. Causing them to slowly but steadily become more used to utilizing their magical powers as well as connecting with the realm.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For elemental mages strengthening the bond is only possible when mages travel to the hallowed grounds scattered around the continent. These hallowed grounds are the places where the primordial energy of the moon, the oceans, the mountains and the sun is closest to Eden or places of extreme ties to the elemental realm such as comets from the Ignos or a pond filled with water from Aros. Elemental mages have to partake in a series of trials by the realm which count as milestones for their progression. But the majority of a mage's time is filled with self-studying their realm to deepen their connection. Once the time is right, the mage travels to the Hallowed Grounds and tests their innate bond. If the realm acknowledges their efforts, the mage feels their bond strengthened even further as they take another step further into their pursuit of becoming one with the realm. If the eason is the mage's primal season, they find that their innate ability to comprehend the deeper structures of their realm quicken and they could sometimes even strengthen the bond twice during this time.  &lt;br /&gt;
&lt;br /&gt;
For voidal mages strengthening the bond is a much more simplistic but dark undertaking. Voidal mages spend time developing their powers, further corrupting their bodies and minds, only to gain additional power. The process might be faster than that of an elemental mage but it is also much more dangerous due to the volatile nature of the voidal energy that is corrupting the mages slowly. Voidal mages might find themselves unable to resist sudden urges that arise within the deepest of their beings and won’t be able to act rationally upon them. Some voidal mages have been observed to change indefinitely upon strengthening their bond to a high enough degree. Voidal mages too, have to indulge in self-study. However, this is often done through sinister experiments that defy the common laws of the just nations of Eden. A voidal mage strengthens their bond by gaining the approval of the entity which they host or serve. Be it a demon, the Aristocrasy, or even more sinister lords. &lt;br /&gt;
== Catalysts and Ingredients ==&lt;br /&gt;
&lt;br /&gt;
The casting of magic is often described as something mysterious since most often a sacrifice or catalyst is needed to open a tear and call forth the energy required to cast a spell. Every caster needs an item to cast their spells, this can be a staff, ring, weapon etc. At the beginning of their travels, the apprentice will most often receive their first catalyst from their mentor, however, during their training and travels the apprentice, like most mages, will often create new catalysts themselves and embed the crystal inside. &lt;br /&gt;
&lt;br /&gt;
These catalysts have a deep connection to Eden and are able to perform minor acts of magic like slightly moving rocks or lighting a candle if the stone is held close to it. If a mage wishes to use the catalyst for advanced forms of casting and opening tears, they have to get the approval of the realm by travelling to a hallowed ground that corresponds with their catalyst. When the mage is approved by the realm, that is when their journey as a mage officially takes off. &lt;br /&gt;
&lt;br /&gt;
While catalysts are most commonly used, a few selected forms of magic are using naturalistic ingredients on top of that. Such ingredients can vary from blood to herbs and more. Due to such, some forms of magic are described as more sinister than others, because the requirements to cast a spell are often seen as unorthodox or inhumane. These additional ingredients are key aspects for certain spells to perform properly. There are catalysts that have the capability to hold such ingredients and can perform sinister rituals using them. &lt;br /&gt;
== Learning Magic / Spells ==&lt;br /&gt;
&lt;br /&gt;
When casting a spell the mage will need to open a tear in between the realm of Eden and the realm they desire. Upon doing so the mage can compress the freed energy and release it in their desired shape. To control said energy the mage is often tasked to study new spells from ancient tomes left behind by predecessors or direct teaching from their master. The mage intrinsically knows what spells they may cast whenever their powers are increased and the energy of their realm envelops them. &lt;br /&gt;
&lt;br /&gt;
But that does not mean that all magical knowledge has been discovered yet, mages are able to grasp the concepts of their magical abilities and train with them. Once they are officially mages they may attempt to ponder magic and create their own spells which will add to the knowledge of all mages practising the arts. &lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
All rules regarding magic and how to use it can be found by clicking on the following link:&lt;br /&gt;
&lt;br /&gt;
[https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ &amp;lt;nowiki&amp;gt;[LINK]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
== Status Effects ==&lt;br /&gt;
&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Blindness / Blinded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While blinded the enemy can't use any long ranged attacks and their melee attack is reduced by -5 and their defence by -3. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Shocked&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | While shocked the enemy can't attack the caster.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class={{{class}}} style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Burning / Burn Damage&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target will get 1 extra burning damage per round while burnt, the burning lasts for 3 rounds of combat, and does not stack.&lt;br /&gt;
The burning effect can be stopped with water of any kind.&lt;br /&gt;
&lt;br /&gt;
The burning effect cannot stack / refresh.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Bleeding&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target takes 1 additional damage if a condition is met. This additional damage can stack if the condition is met multiple times.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Frozen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target is unable to move, act, or react for the duration until they take any amount of damage from any source, or are thawed out via warmth or fire.&lt;br /&gt;
Freezing effects cannot refresh the frozen status.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Stunned&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target's turn is skipped.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;{{{class}}}&amp;quot; style=&amp;quot;width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #964494; height: 50px;&amp;quot; | Paralyzed&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;&amp;quot; | The target cannot move or attack, but can still perform other actions and make use of saving rolls.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4089</id>
		<title>Aeromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4089"/>
		<updated>2023-06-27T14:18:37Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aeromancy&lt;br /&gt;
| Image = AeromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aether, the realm of the nine Winds&lt;br /&gt;
| Cast = Catalyst - Opal Gem&lt;br /&gt;
| Paths = Lunarmancy '''·''' Tempestacy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. &lt;br /&gt;
&lt;br /&gt;
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.&lt;br /&gt;
&lt;br /&gt;
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Aeromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aether Seer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Tempest Explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Storm Mage&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Tempest Tamer&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Moonlit Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Lunarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lunaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Blast&lt;br /&gt;
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When utilizing this spell, and it is a successful roll, the caster rolls a D3 to see how strong the impact of the blast is. The target takes double the roll result in knockback.&lt;br /&gt;
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster is allowed to roll 2D2 instead. The knockback is triple the total roll result.&lt;br /&gt;
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Shear&lt;br /&gt;
|Desc = The caster manipulates the winds with Aether energy to turn the wind into small knives that can be hurled toward enemies or used for cutting vegetables&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates D4 small knives of air that float around them and will shoot them toward the enemies within range.&lt;br /&gt;
&lt;br /&gt;
Once the spell is cast successfully, the caster shouts how many knives to go toward which enemy. All the knives are used during the attack, each dealing D2 damage.&lt;br /&gt;
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.&lt;br /&gt;
|Succ = The full amount of knives is summoned.&lt;br /&gt;
|RedLines = Only 2 knives may target a single enemy simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Head Wind&lt;br /&gt;
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster causes a headwind that last 3 rounds in the backs of themselves and their allies up to 3 people total. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. &lt;br /&gt;
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.&lt;br /&gt;
|Succ = The effect is strengthened and adds 3 meters instead of 2.&lt;br /&gt;
|RedLines = The caster has to emote in their casting emote who is affected by the spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind familiar&lt;br /&gt;
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement blocks to the caster. &lt;br /&gt;
|Fail = The familiar doesn’t show up.&lt;br /&gt;
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.&lt;br /&gt;
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Tunnel&lt;br /&gt;
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel.&lt;br /&gt;
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take D2 damage on the way. &lt;br /&gt;
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cyclone Sphere&lt;br /&gt;
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to a target of choice. When sent at a target, the target has to roll a D20 agility. If the roll was below the caster's casting roll, the projectile hits and does 1 damage. A 20 or above will always dodge the incoming attack. The sphere is able to block level 1 spells, unbinding them.&lt;br /&gt;
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Bound&lt;br /&gt;
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.&lt;br /&gt;
&lt;br /&gt;
Once bound, the target can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ strength roll will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.&lt;br /&gt;
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.&lt;br /&gt;
|RedLines = The caster cannot cast any other spells if this spell is still active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Guiding Winds&lt;br /&gt;
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
# Forward Gust: Double the range of the missile attack.&lt;br /&gt;
&lt;br /&gt;
# Downward Gust: The damage of the missile attack is +2 if successful.&lt;br /&gt;
&lt;br /&gt;
#Guiding Gust: Increase attack rolls for the projectile by 2&lt;br /&gt;
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.&lt;br /&gt;
|RedLines = This spell cannot be used on magical projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aero Whip&lt;br /&gt;
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.&lt;br /&gt;
&lt;br /&gt;
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 20 or above will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
&lt;br /&gt;
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.&lt;br /&gt;
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.&lt;br /&gt;
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aether Palm&lt;br /&gt;
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:&lt;br /&gt;
&lt;br /&gt;
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 6 meters and take D2+2 damage.&lt;br /&gt;
&lt;br /&gt;
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D2+2 damage.&lt;br /&gt;
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.&lt;br /&gt;
|Succ = The hand does full damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Apex Tornado&lt;br /&gt;
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.&lt;br /&gt;
&lt;br /&gt;
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.&lt;br /&gt;
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.&lt;br /&gt;
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.&lt;br /&gt;
|RedLines = This spell must be cast in the presence of a loremaster. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Lunarmancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkness&lt;br /&gt;
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates an area of pure darkness in a 10x10 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, including the caster.&lt;br /&gt;
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for the maximum time and is increased to a 12x12 area.&lt;br /&gt;
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlit Veil&lt;br /&gt;
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.&lt;br /&gt;
&lt;br /&gt;
The spell stays active for D3+3 rounds and will then automatically crumble.&lt;br /&gt;
&lt;br /&gt;
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.&lt;br /&gt;
|Fail = The spell will fail, causing the veil to fall apart.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time.&lt;br /&gt;
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Judgement&lt;br /&gt;
|Desc =  Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes supercooled, causing freeze burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = If hit by the attack, the enemy will receive D3 damage. They will also receive a slow of -4 meters for 2 rounds.&lt;br /&gt;
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.&lt;br /&gt;
|Succ = The spell is empowered and deals D3+2 damage instead.&lt;br /&gt;
|RedLines = The enemy needs to be in the open for the attack to hit them. The attack can't supercool any material besides the worn materials of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Dream Touch&lt;br /&gt;
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:&lt;br /&gt;
&lt;br /&gt;
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.&lt;br /&gt;
&lt;br /&gt;
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 20+ intelligence roll will always cause the target to wake up.&lt;br /&gt;
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.&lt;br /&gt;
|Succ = The spell will heal or damage by 2 rather than D2.&lt;br /&gt;
|RedLines = You cannot check someone's memories using this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crescent Slash&lt;br /&gt;
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile.&lt;br /&gt;
&lt;br /&gt;
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.&lt;br /&gt;
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.&lt;br /&gt;
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hallowed Grounds&lt;br /&gt;
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.&lt;br /&gt;
&lt;br /&gt;
The caster can make a casting of Hallowed Grounds indefinite via Loremaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.&lt;br /&gt;
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.&lt;br /&gt;
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.&lt;br /&gt;
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. &lt;br /&gt;
&lt;br /&gt;
If the land or the item in question is destroyed, the effects of this spell are as well. A Loremaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lunar Doppelganger&lt;br /&gt;
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.&lt;br /&gt;
&lt;br /&gt;
The doppelgangers dissolve after 3 rounds.&lt;br /&gt;
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.&lt;br /&gt;
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.&lt;br /&gt;
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wrath of the Moon&lt;br /&gt;
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.&lt;br /&gt;
&lt;br /&gt;
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.&lt;br /&gt;
&lt;br /&gt;
If the target is a living being: D5+3 Damage&lt;br /&gt;
&lt;br /&gt;
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The caster summons the max amount of shards.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
&lt;br /&gt;
A player target can only be hit by 1 shard.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Tempestacy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spark&lt;br /&gt;
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.&lt;br /&gt;
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.&lt;br /&gt;
|Succ = The target is stunned for the maximum amount of time.&lt;br /&gt;
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Storm Armor&lt;br /&gt;
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind that acts as armor for the user. This armor is as effective as a layer of leather armor surrounding their entire body. After the first strike that seriously damages the user, the user loses their Sky Spirit's Armour, causing a wave of air to rush away from them, knocking anyone within two meters of them back by one meter.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back around d5 blocks and unable to attack you for one round. This armor lasts until the caster gets takes 3 damage total.&lt;br /&gt;
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The attacker is knocked away for D10 blocks instead of a D5. The total damage the armor can sustain is 5 damage instead of 3.&lt;br /&gt;
|RedLines = The caster can't cast another spell while being in their Storm Armor. The armor can be destroyed by ranged weaponry and magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunder Cloud Prison&lt;br /&gt;
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequence.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. Everyone moving through that area must perform a D20 intelligence check.&lt;br /&gt;
&lt;br /&gt;
If they roll a 12 or higher, they can move half their usual movement speed without taking damage.&lt;br /&gt;
&lt;br /&gt;
If they roll below a 12, they can move at their full movement speed but will take 1 damage of lightning for each block traveled through the prison.&lt;br /&gt;
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.&lt;br /&gt;
|Succ = The prison stays for the maximum amount of rounds, and the intelligence check is upped to 14.&lt;br /&gt;
|RedLines = Allies are also stuck in this prison though Tempestacy mages are immune to the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lightning Strike&lt;br /&gt;
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.&lt;br /&gt;
&lt;br /&gt;
1 = The attack will shock the target for one round, making them unable to attack on their next turn.&lt;br /&gt;
&lt;br /&gt;
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin.&lt;br /&gt;
&lt;br /&gt;
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning.&lt;br /&gt;
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.&lt;br /&gt;
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.&lt;br /&gt;
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tempest Form&lt;br /&gt;
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcest&lt;br /&gt;
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.&lt;br /&gt;
&lt;br /&gt;
These effects last for 2D2 rounds.&lt;br /&gt;
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.&lt;br /&gt;
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunderous Roar&lt;br /&gt;
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.&lt;br /&gt;
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.&lt;br /&gt;
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.&lt;br /&gt;
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Chain Lightning&lt;br /&gt;
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.&lt;br /&gt;
&lt;br /&gt;
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.&lt;br /&gt;
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.&lt;br /&gt;
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Calling of the Storm&lt;br /&gt;
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.&lt;br /&gt;
&lt;br /&gt;
The mage can move freely anywhere within this area during their movement turn.&lt;br /&gt;
&lt;br /&gt;
Any players on horseback are knocked off their horses instantly.&lt;br /&gt;
&lt;br /&gt;
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilites ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cloud&lt;br /&gt;
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. &lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.&lt;br /&gt;
|RedLines = The healing effect is not applicable in combat. &lt;br /&gt;
&lt;br /&gt;
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. &lt;br /&gt;
&lt;br /&gt;
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Lightning Reflexes (Tempestacy Only)&lt;br /&gt;
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.&lt;br /&gt;
|RedLines = This is a passive ability, not an active one. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cleansing Aura (Lunarmancy Only)&lt;br /&gt;
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. &lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.&lt;br /&gt;
&lt;br /&gt;
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.&lt;br /&gt;
|RedLines = The blinding effect of this ability has a 2 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&amp;diff=4088</id>
		<title>Pyromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Pyromancy&amp;diff=4088"/>
		<updated>2023-06-27T14:18:17Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{MagicType&lt;br /&gt;
| Name = Pyromancy&lt;br /&gt;
| Image = PyromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Ignos, the realm of Fire&lt;br /&gt;
| Cast = Catalyst - Sphalerite Gem&lt;br /&gt;
| Paths = Solarmancy '''·''' Magmamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The mages of fire are of desire, as these have always used their sheer force of will to mold the flames of Ignos. Fire has always been seen to be close to complete chaos, but it can be described as ordered chaos. It takes a lot of concentration to wield the force of flame, but there have been innovations to help resolve these issues, making fire magic more widespread.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Fire has been there for as long as people can remember to cook meat, warm themselves up, and other useful facts. But around the year 200, someone took the flames to another level. They had a primal rage large enough to tear a permanent tear between the realm of Eden and Ignos, bringing eternal flame into the world and making it a few degrees hotter. Once this primordial had brought their fire, they went to their respective realm to rule over it. Fire has been a signet for smiths all over Eden and beyond, be it that metal has an innate connection with fire through its inability to burn, as it has been used to open tears easier and even to color the blaze rare tints. The easiest way to find such an item is to open a tear to Ignos and let someone, or something, stamp a circle under the excruciating heat there. The reason this signet is stamped onto the items is certainly unknown, but it has worked for long enough to be seen as a tradition by teachers to teach their students.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To strengthen your will and resolve one's master will put you under extreme heat and torrid conditions for your good. Your mind becomes calm after the horrendous experiences you go through. As your rage, fear, and other emotions fade away. Your mind starts to understand the runes of old, created by the first mage of fire to teach. Only once one's mind has been calmed down enough can one access the true potential of the ring of fire. Training is usually done in volcanic waters, scorching rocks, or close to molten lava, though the conditions are all optional depending on what the teacher sees fit for the student. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Eden's Shine is the primal season of pyromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Pyromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Flaming Familiar ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Ignos Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Solarmancer or a Magmamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Solarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Solar Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Solarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Brilliant Radiance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Solaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Magmamancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Magmic explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Magmamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Running Hot! ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Magmaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Fire from Ignos does not do permanent harm, so it will not leave permanent burn marks, and they will heal, though this damage does kill while following all rules. This is just so that one's appearance doesn't change without consent. If discussed with the recipient of the flames and they want to have the marks, you can make an exception, but only then. Fire from Ignos does '''NOT''' spread to flammable objects and can not cause large spreading fires such as forest fires.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ignis Enlightenment&lt;br /&gt;
|Desc = The user creates a fiery circle around a metal object, magical or not. They start transferring heat over to this item quickly, letting it glow bright red. Items made of fire will also become far more intense.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = This spell lights up the metal or flame item, illuminating the surrounding area.&lt;br /&gt;
&lt;br /&gt;
If the object is a weapon, it sets the damage of the object's next successful attack to 2. This damage increases with the mage's level beyond level one, up to a maximum of 4.&lt;br /&gt;
&lt;br /&gt;
In addition, a successful strike with this object inflicts the burning effect for D2 rounds.&lt;br /&gt;
|Fail = The spell's effects work uncontrollably, so much so that the item becomes too hot to hold. The user cannot use their item for D3 rounds as it cools off on the ground.&lt;br /&gt;
|Succ = The caster's control over where the heat resides makes the glow stronger at the edges. The object grants +1 on attack rolls.&lt;br /&gt;
|RedLines = The person in question must be able to carry the object, which must be made of metal or fire. A metal object will fall apart after being used three times for this spell (unless stated otherwise) due to the constant reheating and cooling of the metal. This spell can also be used on the objects of allies.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Tempo&lt;br /&gt;
|Desc = The caster opens a tiny tear below them and channels the power of ignos from it to propel them forward.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster channels power from Ignos through their tear to move at a fiery pace, gaining 3 meters additional movement for D2+1 rounds.&lt;br /&gt;
|Fail = The flames become too hot for the caster to deal with, and they take D2 damage.&lt;br /&gt;
|Succ = The spell's duration lasts for D3+2 rounds.&lt;br /&gt;
|RedLines = The spell is ineffective if the caster is bound.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flame Arrow&lt;br /&gt;
|Desc = The caster summons a blazing arrow through their tear. Lava seems to be dripping off the tip, and the shaft seems to be completely made up of flames.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters or Bow range if used.&lt;br /&gt;
|Damage = If the arrow is shot on its own, it deals 2 damage.&lt;br /&gt;
If the arrow is shot with a bow, it deals D3 damage.&lt;br /&gt;
If the arrow is shot with a crossbow, it applies Burning.&lt;br /&gt;
|Fail = The arrow disintegrates early and puts the bow ablaze if used, making the item unusable for the remainder of the battle and in need of repair.&lt;br /&gt;
|Succ = Two arrows are created. If fired on its own or through a bow, both arrows can be shot in the same action. If used with a crossbow, the second arrow can only be fired on the wielder's next action or it vanishes.&lt;br /&gt;
|RedLines = Summoning the arrow and shooting it may be done in a single action and the caster may use their intelligence modifier instead of their agility modifier to shoot. The arrow can also be loaded into the bow or crossbow of allies within range, but they must fire it on their next turn or it vanishes.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pyrotic Pulse&lt;br /&gt;
|Desc = The caster summons flames from their tear and pressurizes them into compact focal points around them. The focal points will erupt, creating a scattered combustion effect that will knock away nearby entities. The combustion is low in damage but great in blast force.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster unleashes the combustion from their hand onto the entity that they touch; the entity takes 1 damage and flies back D5+5 meters due to the force of the impact. If successful, this disengages the caster from the entity they blew away.&lt;br /&gt;
|Fail = The combustion erupts pre-maturely and deals 1 damage to the caster. Additionally, the caster cannot use one of their arms for their next roll.&lt;br /&gt;
|Succ = The combustion is more powerful than expected and deals D5+7 meters of knockback.&lt;br /&gt;
|RedLines = This spell does not work on large constructs and cannot blow up the terrain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Arsenal&lt;br /&gt;
|Desc = The caster manipulates fire to take the form of a weapon composed of flame.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a sword made of flame, which stays within their grasp until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon can be of any known and common design so long as it is one solid piece.&lt;br /&gt;
&lt;br /&gt;
This weapon has 3 attacks, each dealing D2 damage. If a burning target is hit with a swing of this sword, they take 1 round of their burning duration's damage early. This equally shortens the duration of the burning.&lt;br /&gt;
|Fail = The weapon fails to summon.&lt;br /&gt;
|Succ = If a target's burning effect is ended via this sword, the target takes 1 additional burning damage.&lt;br /&gt;
|RedLines = The summoned weapon can not be wielded together with normal weapons. It cannot be thrown.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Breath of the Dragon&lt;br /&gt;
|Desc = The Pyromancer draws strings of fire from Ignos and concentrates them at the entrance of their mouth. After taking a deep breath, they release a fiery wind when they exhale, burning everything in its path.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If successfully cast, the caster draws a 15-meter long and 3-meter wide line from where they stand in any direction.&lt;br /&gt;
&lt;br /&gt;
Anyone who stands on that line is hit with the spell. Whenever the target is hit with this spell, the caster rolls a D2 to determine the damage the target takes. Additionally, the spell inflicts burning. &lt;br /&gt;
&lt;br /&gt;
The fiery line, bringing unimaginable heat, will also set fire to inflammable blocks within or touching the drawn path.&lt;br /&gt;
|Fail = The breath does not go forth, instead gets sucked back into the tear, the spell has no effect, and the caster takes 1 damage.&lt;br /&gt;
|Succ = Roll a D3 to determine damage instead of a D2.&lt;br /&gt;
|RedLines = The line cannot go through solid walls but can pass through fences, bars, and similar.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fireball&lt;br /&gt;
|Desc = Strings of fire erupt from the tear to the realm of Ignos. The caster's hand catches these strings of freed energy as they slowly form into a sphere, whereafter it becomes too big to hold. The user now throws the sphere of flame towards their target, and when it collides, it explodes, obliterating anything around impact.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This spell creates an unstable ball of fire, which does, on impact, 2D2 damage.&lt;br /&gt;
&lt;br /&gt;
If the target is in its explosion area of 2x2x2 blocks but is not directly hit by the spell, it will do half as much damage rounded up.&lt;br /&gt;
|Fail = The ball of fire becomes too unstable while wielding it, as it explodes within the caster's grasp. They roll for damage and halve the result, rounding up. They take this amount of damage.&lt;br /&gt;
|Succ = The ball of flame has more power than usual, and it appears it explodes more heavily this way. The spell will cause 2D2+1 damage instead.&lt;br /&gt;
|RedLines = The spell can damage objects but requires a loremaster's supervision.&lt;br /&gt;
Always round off the damage if the number is uneven.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rejuvenating flames&lt;br /&gt;
|Desc = You call forth the power of Ignos to shroud yourself and your near allies in flames. These flames protect the caster from incoming magical attacks.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Whenever anyone within range of this spell gets hit with magical effects, you may roll a D20. On a 10+, the spell effects are negated.&lt;br /&gt;
&lt;br /&gt;
This shroud lasts for D2 rounds.&lt;br /&gt;
|Fail = The caster receives a -3 to spell defense, and cannot dispel spells, for 1 round.&lt;br /&gt;
|Succ = The effect lasts for 1 additional round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of Flame&lt;br /&gt;
|Desc = The caster infuses a part of their body with a flaming extension, be it horns, tusks, or spikes. They are able to use these extensions as burning weapons that strike their enemies up close. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast. 1 meter when used for combat.&lt;br /&gt;
|Damage = An extension of the caster's choosing is created which stays for 3 rounds. &lt;br /&gt;
The caster can choose to use the extension for two purposes:&lt;br /&gt;
&lt;br /&gt;
The first is being able to attack using the extension with a D20 intelligence, and the target defends with a D20 intelligence as well. A successful attack deals 2 damage and leaves a burning effect. &lt;br /&gt;
&lt;br /&gt;
The second is to use the fiery effect of the horns to rush toward an enemy up to a maximum of 5 meters. If a target is reached another D20 intelligence attack and defense roll is made. A successful attack does 4 damage and leaves a burning effect but ends the spell early. &lt;br /&gt;
|Fail = The caster fails to control the flames and burns themselves for 1 damage, scorching the part of their body on which the fire was focused.&lt;br /&gt;
|Succ = The fire control is extremely potent and the spell lasts for 5 rounds instead.&lt;br /&gt;
|RedLines = The caster does not have to use a turn to switch weapons if the wish to use the horns as a weapon. The caster cannot attack the same round that they cast the spell. The horns may be extinguished with an aquamancy spell of a higher level.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ember Trap&lt;br /&gt;
|Desc = The caster generates two fireballs which spin in rotation, creating a ring of fire which traps their target in a fiery spin of embers. Burning and trapping them.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The embers of the spell trap the lower half of the target, making them unable to move for D2 turns. The target is also afflicted by the burning effect.&lt;br /&gt;
|Fail = The fireballs become too much to handle and explode into the face of the caster, dealing D2 damage.&lt;br /&gt;
|Succ = The trap is cast exquisitely and lasts for D2+1 rounds.  &lt;br /&gt;
|RedLines = The burning effect starts the moment the spell successfully hits the target. The burning effect does not get prolonged by the multiple turns, meaning even being trapped for 3 rounds means you'll only get the standard burning affliction of 3 rounds. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Flame&lt;br /&gt;
|Desc = You draw from the power of Ignos to create a flaming barrier.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = Create a 9 meters long, 1-meter-thick, 3 meters tall wall. For every round a player is inside the wall or moves through the wall, they will take D2 damage. Additionally, they will have the burning status effect while inside, which lingers for 3 turns after leaving the wall. The wall stays up for D3+1 rounds. &lt;br /&gt;
&lt;br /&gt;
If the barrier is placed inside a player, they can roll agility against the initial damage and move away from the barrier. Projectile and spells cannot travel through this wall.&lt;br /&gt;
|Fail = The wall is insatiable and falls on the caster, dealing D3 damage.&lt;br /&gt;
|Succ = The wall flares up, dealing D2+1 and burning.&lt;br /&gt;
|RedLines = This wall cannot be placed diagonally. It is a straight line without curves. Only one wall can be placed by a caster at once. An aquamancy spell of a casting value higher than the DC can end the wall early. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit Phoenix&lt;br /&gt;
|Desc = The caster summons a blazing Phoenix through their tear to the magical realm of Ignos made of magical flame to control.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster may direct their phoenix to any location within a 30-meter radius of their location. The caster closes their eyes for the duration of the spell to see what the phoenix sees.&lt;br /&gt;
&lt;br /&gt;
During their next round, they may send the phoenix careening toward the ground to produce a powerful explosion that deals 2D3 damage in a 3-meter radius. The phoenix lasts 3 rounds or until it is used as an attack.&lt;br /&gt;
|Fail = The phoenix spirit cannot be controlled by the caster and careens down on the caster instead. Dealing D3 damage in a 3-meter radius.&lt;br /&gt;
|Succ = The spell's duration increases by 2 rounds.&lt;br /&gt;
|RedLines = While the caster controls the phoenix, they cannot defend against incoming attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fiery Cyclone&lt;br /&gt;
|Desc = Call forth the swirling winds of embers from deep within Eden and send out a flaming cyclone into any target direction.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Send out a fire tornado into the target direction, taking up a 5x5x10 meter area. The cyclone lasts for D3+2 rounds. Once cast, the cyclone can move up to 6 meters straight in any direction the caster sees fit. Any targets that start their turn in the cyclone take D2 damage. For every turn they do not exit the cyclone, the initial damage increases by +1. Meanwhile, targets that exit the cyclone receive Burning. The cyclone can move again at the start of each following round.&lt;br /&gt;
|Fail = The caster takes D3 damage and loses consciousness for 1 round, leaving him vulnerable.&lt;br /&gt;
|Succ = The cyclone's movement becomes 8 meters.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flaming Behemoth&lt;br /&gt;
|Desc = The caster summons flame from their tear, slowly building up a giant flaming beast before their very own eyes, which can be commanded to their every move, for massive damage to be unleashed.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a giant flaming beast to their liking in how it looks. This flame spirit stays on the caster and will move where they move. It may be brittle, but it is a force of fierce flaming fury.&lt;br /&gt;
&lt;br /&gt;
HP: 10&lt;br /&gt;
&lt;br /&gt;
Str: +6, Def: +2, Agi: None, Int: +6&lt;br /&gt;
&lt;br /&gt;
The spirit has 3 attacks, which the caster can use at the end of their turn.&lt;br /&gt;
&lt;br /&gt;
Flame Breath:&lt;br /&gt;
The caster can make the beast breathe out a giant line of flame, 7 blocks wide and 20 blocks long. Every creature within that area takes 3D2 damage and receive Burning for 2 rounds. The land is also scorched in fire and ash. This attack can be used once per cast.&lt;br /&gt;
&lt;br /&gt;
Flame Claws:&lt;br /&gt;
The caster allows the beast to attack 2 creatures within a 10-meter radius swiftly. The creatures hit will take 5 damage. A single creature cannot be targeted more than once with these attacks in a single round.&lt;br /&gt;
&lt;br /&gt;
Burning Blight:&lt;br /&gt;
The caster can make the beast consume the burning effect from any targets within 30 meters of the caster. Every source of flame within the area counts as 1 burning effect, while large burning areas count as 2 burning effects. For each burning effect consumed, the resulting ray of heat deals +1 damage to a single target within 30 meters. This ray starts off dealing 4 damage. This attack can be used once per cast.&lt;br /&gt;
&lt;br /&gt;
This spell ends after D2+1 rounds, where after, the giant beast falls to the ground and crumbles up into blocks of coal.&lt;br /&gt;
|Fail = The caster creates a beast, which starts tearing the caster apart. The caster takes D3+3 damage and may lose an eye or a limb by these giant claws.&lt;br /&gt;
|Succ = The creature stays for the maximum amount of time. The claw attack can be used on 3 targets. Both flame breath and burning blight have no limited uses.&lt;br /&gt;
|RedLines = A loremaster must be present when trying to use this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Solarmancy&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smothering Dome&lt;br /&gt;
|Desc = The caster is covered in a small dome that absorbs blocked spells, growing deadlier in the process. The dome is compressed and shot out afterward.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a small bright 3x3x3 layer covering them. For 1 round, spells would be absorbed into the sun, adding half of that spell's damage to the damage of the sun. At the start of the caster's next turn, the caster compresses the layer into a small beam shooting out to the enemy, dealing D2 damage + the absorbed damage to a target within 15 meters of the caster.&lt;br /&gt;
|Fail = A dome of unstable sunlight is created, exploding around the caster. It deals D2 damage.&lt;br /&gt;
|Succ = The dome will last for 2 rounds.&lt;br /&gt;
|RedLines = If the damage of a single attack exceeds 4, the dome breaks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smite&lt;br /&gt;
|Desc = Smite allows the caster to invoke an incantation when outdoors and call down a brilliant light from the sky that scorches the air and slams into a target of choice that is not obstructed by the sun's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes superheated, causing burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The attack covers a 3x3 area. All targets within the area receive 3D2 damage and become Blinded by the light for 1 round. If the target continues to wear superheated armor or clothing, they will experience burning.&lt;br /&gt;
|Fail = The caster becomes Blinded themselves for 1 round, and receive Burning.&lt;br /&gt;
|Succ = The spell does 3D2+1 damage instead, and the Blindness lasts for 2 rounds.&lt;br /&gt;
|RedLines = The enemy needs to be under the open sky for the attack to hit them. The attack can't ignite any material besides the worn materials of the enemy. This spell can only be cast during the daytime.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Strike&lt;br /&gt;
|Desc = The caster concentrates light within their palm; hitting an enemy unarmed will cause a flash of light.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The target takes 2D3 damage and is stunned until the end of the next round. Making them unable to move or take any actions or reactions.&lt;br /&gt;
|Fail = The caster takes 3 damage from sunburn.&lt;br /&gt;
|Succ = The stun lasts for an additional round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Fiery Mirror&lt;br /&gt;
|Desc = The caster summons a fiery mirror in front of themselves or an ally, deflecting any incoming damage back to the attacker.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the caster rolls a D2+1 to determine how many rounds the spell remains active.&lt;br /&gt;
&lt;br /&gt;
Whenever an attack targets the caster or the target ally, they roll a D6. On an even number, the attack is deflected back onto the attacker, dealing half the normal damage to them to a minimum of one.&lt;br /&gt;
&lt;br /&gt;
The damage goes through to the caster/ally on an odd number, but the damage is halved to a minimum of 1.&lt;br /&gt;
|Fail = The spell has no effect; it breaks apart, and little shards of sunlight pierce whoever the mirror was supposed to protect, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The spell lasts 1 extra round, and any attack deflected by the mirror will inflict burning.&lt;br /&gt;
|RedLines = When an incoming attack does 1 damage, the damage is deflected, and no damage is done to the caster or the attacker. This spell can shield allies, but it can only target one player.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Regulus Protection&lt;br /&gt;
|Desc = The Regulus Protection Spell allows the caster to invoke an incantation and empower their body with nearby sunlight. So long as there is sunlight, the next incoming strike after speaking the incantation will have an incredible knockback effect of five meters on the attacker, which automatically winds him. This will be displayed by a thin layer of light around the user.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D5+5 to determine the HP of their summoned protection. If they are hit by an attack while protected, the attacker will be knocked back D10+5 meters, become Blinded and slowed by -4 meters for 2 rounds, and receive Burning.&lt;br /&gt;
&lt;br /&gt;
The spell lasts until its HP is gone or after 3 rounds.&lt;br /&gt;
|Fail = The spell malfunctions, knocking the caster D4+4 blocks away from their original position. They receive 2 damage, Blindness, and -4 meters movement for 1 round.&lt;br /&gt;
|Succ = The caster can roll D10 for the spell's HP value.&lt;br /&gt;
|RedLines = The protection can't be used as a solid light source. It is too weak of a glow to do so. The caster will also not take fall damage due to this spell. Anyone can only be affected by this spell once at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sunlight Mirage&lt;br /&gt;
|Desc = The caster envelops themself into the sunlight as multiple images of themself appear through solar reflections. The caster can use this to confuse enemies or put up a fun display.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a mirage of themselves in the sunlight surrounding them and moving with them, changing intermittently so enemies cannot find the real one. During the day, they may make 2D2 mirages that are powered directly by Sol. During the night, they may make D2 mirages that are powered by sunlight from a tear. &lt;br /&gt;
&lt;br /&gt;
An attacker will have to roll a die with the number of mirages + 1 for the caster. If the caster has 4 mirages then the attacker rolls a D5 for the attack. To successfully hit the caster, the attacker needs to roll the highest number, after which the caster defends. If any other number is rolled, then a mirage is hit and will disappear.&lt;br /&gt;
&lt;br /&gt;
After 2 rounds, 1 mirage starts disappearing at the end of the caster's turn even if one or more mirages are already destroyed that round.&lt;br /&gt;
|Fail = The caster fails to control the sunlight, blinding themself in the process of enveloping themself in sunlight for their next turn.&lt;br /&gt;
|Succ = The sunlight sharpens and the maximum amount of mirages is conjured.&lt;br /&gt;
|RedLines = The spell has a 3-round cooldown. Mirages cannot attack. An attack cannot destroy two mirages at once. Area of effect attacks will always hit the caster. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spear of the Sun&lt;br /&gt;
|Desc = Conjure a spear from the sunlight of Ignos in your hand and send out long-ranged spear attacks to deal massive damage.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a spear within their hands, a weapon infused with the powers of the Sun itself. It lasts until dispelled and while the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The spear can attack 3 times and deals D2 damage with each hit using a strength roll. The caster may also throw the spear, having a range of 15 meters. The spear deals D4 damage and Blinding the target for D2+1 rounds if thrown this way using an Intelligence roll. When this happens, the spear disappears.&lt;br /&gt;
|Fail = The caster becomes blinded for D2 rounds as they cannot handle the sun's powers.&lt;br /&gt;
|Succ = The first target hit by the spear cannot handle the sun's powers, as they become Stunned for 1 round as well when the spear is thrown.&lt;br /&gt;
|RedLines = Only one spear may be created by the caster at any time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rays of Ignos&lt;br /&gt;
|Desc = The caster conjures potent beams of light that track their targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Rays of light stream forth from the tear to illuminate 3 creatures of the caster's choosing. These creatures bathed in Ignos' light will take 2D2 damage for the spell's duration. If any of the creatures are wearing armor, it will become extremely hot, which increases the damage to 2D2+1 per round instead.&lt;br /&gt;
&lt;br /&gt;
This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = The spell fails, the light falls upon the caster, and they take D3 damage for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for an extra round.&lt;br /&gt;
|RedLines = The target must have a clear line of sight to the tear of the caster for the ray to lock onto them. If the line of sight is broken or the target moves beyond the maximum reach distance, the ray will become inactive and will not re-activate if the target comes into the line of sight again.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solar Expulsion&lt;br /&gt;
|Desc = The caster channels all of their energy to seep out the deepest power within the core of Ignos and form the energy into a personal miniature sun, letting it explode upon their enemies.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster charges its power and compresses it in a focal point, creating a sun within range. At the start of the caster's next round, the Sun explodes. This spell deals 8 damage to anyone within six meters and 4 damage + Burning to anyone further away from the sun on the battlefield (besides the caster). Everyone hit is Blinded, and receives -6 meters movement for 2 rounds.&lt;br /&gt;
|Fail = The caster becomes unconscious, receiving 3D2 damage and may lose a limb.&lt;br /&gt;
|Succ = The targets are blinded and slowed for 3 rounds instead of the original duration.&lt;br /&gt;
|RedLines = This spell decays structures within 30 meters as if they were molten.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once a week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Magmamancy&lt;br /&gt;
|Spells =&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Shield&lt;br /&gt;
|Desc = The casters summons a blazing shield from Ignos. It steams with heat, and bits of lava drip from its edges.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = Create a shield of fire that acts like a normal shield. This lasts until dispelled and as long as the caster remains within range of their tear. Blocking melee attacks will allow the caster to riposte with a fiery pulse via an intelligence roll, dealing 1 damage on success.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = The fiery pulse riposte now deals D2 damage.&lt;br /&gt;
|RedLines = You cannot give the shield to another player. This shield can also not be used in combination with a two-handed weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ring of Fire&lt;br /&gt;
|Desc = The caster creates a ring of fire around themselves or another person within 15 blocks. As this ring is created, nobody except the most prestigious of Pyromancers can get through without getting their skin turned to ash.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a ring of fire, a circle with a diameter of 5 meters, impenetrable by any projectile except for the caster's. The caster deals +1 extra damage while inside of this ring. This ring of fire does damage when touched. It gives D3 damage every round they touch the ring and inflicts burning. The ring of fire lasts for D3+2 rounds.&lt;br /&gt;
|Fail = The ring grows small, letting through any projectiles and spells, but the damage upon someone entering stays the same.&lt;br /&gt;
|Succ = The ring of fire is strengthened, lasting D3+4 rounds instead. The spell will also deal 1 extra damage to any aquamancer touching it and disable all aquamancers from passing through unaffected.&lt;br /&gt;
|RedLines = The fire ring can be breached using water or aquamancy. The ring will vanish as soon as the mage leaves the area.&lt;br /&gt;
&lt;br /&gt;
Any pyromancer can pass through the ring unaffected. The same applies to Aquamancers above level 5.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkened Skies&lt;br /&gt;
|Desc = The caster creates an illusion that blocks out the sun for enemies, blinding them while those deemed allies are not affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Any enemy within range cannot see more than 2 blocks in front of them as long as they are within range of this spell. This makes them unable to fight/target/follow enemies outside this range.&lt;br /&gt;
&lt;br /&gt;
This effect lasts for D3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = The effect stays for an additional D3 rounds.&lt;br /&gt;
|RedLines = Ranged troops outside the range of the spell cannot shoot into the illusion as those within are invisible to them.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blazing Bolts&lt;br /&gt;
|Desc = A blazing fire emanates from the tear into Ignos as bolts slowly appear. The bolts point towards the target the caster calls out loud, be it a name or description. All bolts fire in a volley, letting the target burn hotter and hotter with each consecutive hit.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = When firing this spell, a successful roll, the caster rolls a 2D2 to see how many bolts appear. Each bolt deals 1 damage and adds 1 round of burning. If three or more bolts hit the same target, they take all damage from their active burning effect immediately. This ends the burning effect.&lt;br /&gt;
|Fail = The tear becomes unstable whilst casting this spell and collapses, requiring the caster to open a new tear before casting again. &lt;br /&gt;
|Succ = The bolts always make the target take immediate burn damage.&lt;br /&gt;
|RedLines = A maximum of 3 bolts can be shot at the same target.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Molten Soil&lt;br /&gt;
|Desc = The caster strikes the ground, liquifying a portion of the ground around its target, pinning them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = If successfully cast, the caster may choose a 5x5 area within range to melt down. All targets in this area that are not Pyromancers cannot move for D2+1 rounds. If they do so, they take 2 damage per two meters they move within the area. After escaping the area, characters will have their movement reduced by -3 meters for the following 2 rounds.&lt;br /&gt;
|Fail = The spell has no effect.&lt;br /&gt;
|Succ = The area is 8x8 instead of 5x5 and remains for D4 rounds.&lt;br /&gt;
|RedLines = The spell only affects the ground. Therefore flying/floating objects can move over the area without taking any damage. Regular water can neutralize the effects of this spell momentarily. However, it will not flow on more blocks than the one it was placed on.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Scorching Panoply&lt;br /&gt;
|Desc = Out of the tear to the realm of fire, the caster takes out a suit of armor more of the consistency of molten steel. It latches onto the front of their body as the fire laps around their appendages.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The casters' entire body is surrounded in a shielding flame that grants them +4 on defense rolls for D2+1 rounds.&lt;br /&gt;
|Fail = The caster's suit of armor made of the inferno is not that great. The armor explodes, dealing D2+1 damage to the caster.&lt;br /&gt;
|Succ = The cover the user created for themselves is practically perfect. It grants the caster +6 on defense rolls for 2 extra rounds.&lt;br /&gt;
|RedLines = This spell only works on the caster themself. The armor cannot come off their body. This suit of armor will only shield and cannot damage anything. The spell can be canceled out with any water.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Smouldering Rain&lt;br /&gt;
|Desc = You make it rain fiery ash for a short time.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster channels a ball of magma which shoots into the air and explodes into a 12 meter area. Everyone within the area takes 1 burn damage at the end of their turn if they are within the area. This effect lasts for 5 rounds.&lt;br /&gt;
|Fail = The ball fire dissolves into the hand of the caster and deals D3+1 damage.&lt;br /&gt;
|Succ = The rain is more intense and deals D2 damage instead of 1 damage flat.&lt;br /&gt;
|RedLines = The caster is immune to the rain.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Meteoric Barrage&lt;br /&gt;
|Desc = The caster creates a small volcano that erupts flaming rocks that fall in a flaming barrage on the battlefield.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = Create D7+5 meteors, which can fall onto a maximum of 7 players. Any target that gets hit takes 4 flat damage per fireball, and will be pinned under the meteorite unable to move for 2 rounds.&lt;br /&gt;
|Fail = Instead half of the summoned fireballs, rounded up, will hit the caster for 1 damage each and the others disperse. The caster will be pinned for 2 rounds, and may lose a limb.&lt;br /&gt;
|Succ = The fireballs deal 5 flat damage.&lt;br /&gt;
|RedLines = A maximum of 2 fireballs may be directed at a single player.&lt;br /&gt;
&lt;br /&gt;
These fireballs can cave in roofs to hit targets inside of buildings, or destroy buildings via circular craters.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once a week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Flaming Familiar&lt;br /&gt;
|Desc = The mage can create a small, flame-like spirit that follows them around.&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The flame spirit has 2 HP. While near their creator, the spirit will grant them +1 to their casting roll. It will also add its flame-like feistiness to the caster, allowing them to deal +1 damage to Burning targets.&lt;br /&gt;
|RedLines = If the familiar is slain, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Brilliant Radiance (Solarmancy only)&lt;br /&gt;
|Desc = The mage slowly consumes the sun's heat and energy throughout the battle, charging themselves with an unimaginable tension.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = After activating the ability, the spellcaster will passively charge up sunlight for 2 rounds. Afterwards the spellcaster can use their action to release solar tension from inside themselves, blinding everyone in range for D4+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Once a spellcaster reaches level 5 of Solarmancy their sunlight intake vastly increases, which allows them to choose to stun targets within range for D2 rounds upon activation instead of charging up blindness.&lt;br /&gt;
|RedLines = If a level 5 solarmancer chooses to stun instead, this ability goes on cooldown for 4 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Running Hot (Magmamancy only)&lt;br /&gt;
|Desc = When the spellcaster is in CRP, they feel the thrill of battle and channel heat from deep within them, willing or not.&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = This ability can function in one of two ways. Either they can spend an action to channel surrounding intense heat into enemies, setting any enemies within 2 meters on fire. Or, they can release a wave of heat in a 4-meter radius around them, dealing 1 damage each round for 2D2 rounds.&lt;br /&gt;
|RedLines = Once used, this ability has a cooldown of 3 rounds.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4087</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=4087"/>
		<updated>2023-06-27T14:18:01Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Amber Dawn is the primal season for aquamancers.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them. The creature closest to the caster within this area takes D3 damage, and all remaining targets, up to a maximum of 3, take D2 damage. If there are multiple targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. The copy's turn is after the caster's. This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks. The copy can take up to 5HP of damage from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This page also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d5 to see how many spears of ice are created. The caster must choose a separate target for every spear. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster also has the option to wield one of these as a trident, or send tridents to allies in range for them to wield, until dispelled and as long as they are within range of their tear.. When thrown, the trident throw freezes the target's feet for 1 round and disappears. This effect takes one weapon away from the amount created.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spears turn into snow while in the air, making the spears do absolutely nothing.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile, and the trident throw freezes the target solid for 1 round.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4086</id>
		<title>Geomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Geomancy&amp;diff=4086"/>
		<updated>2023-06-27T14:17:16Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Geomancy&lt;br /&gt;
| Image = GeomancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Kor, the realm of the Mountain&lt;br /&gt;
| Cast = Catalyst - Amerynd Crystal&lt;br /&gt;
| Paths = Biomancy '''·''' Petromancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Geomancy, often referred to as Eseron Magic, is an elemental magic that focuses on manipulating earth and its various subtypes. Originating in the northern, colder regions of Eden, Geomancy is used by the population for various purposes, ranging from artisanal crafts to construction and, more commonly, excavation to even combatting bandits and monsters. Those that seek to learn Geomancy commonly travel to the northern regions, seeking a proper education closer to the original areas where the dwarves founded the magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Geomancy was first developed by the dwarven villagers living in the northern mountains. The villagers use magic to mine for various precious metals and gems. These villages began to rapidly expand and grow, using their newfound magics to construct small structures and fortifications, keeping them well protected from wild animals and bandits. However, with new threats and dangers, the practitioners began using their magic for more combative purposes, creating more complex fortifications and barricades with their fellow practitioners while arming their artillery with an endless supply of trebuchet and catapult ammo. Besides that, there are stories of powerful Tera Mages being skilled enough to sink enemy forces into quicksand or be completely pinned down by a barrage of boulders and soil. Nowadays, Tera Magic is found all over Eden, its resourcefulness in construction and combat potential wiring a large drive for such practitioners.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
To learn this magic, the student must endure rough trials, keeping their cool through them all. This brute magic is unstable and needs the student to not fret about this power. Training is therefore spent mostly in brute conditions. Though not all of the Geomancy is considered brute and boarish. Geomancy has a beautiful and tender side that shows itself in nature, and those who practice Geomancy protect that beauty. These mages usually train in the deep forests, on top of the highest trees, or embedded within the surrounding shrubbery. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn’t require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions &lt;br /&gt;
|60 Minutes &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event at Hallowed Grounds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Emerald Dusk is the primal season of Geomancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Geomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Warlock&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Earthly Awareness ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Envoy of Kor&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Petromancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Petro Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Petromancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Crystalline Hands ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Petrosi&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Biomancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Biomancy Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Biomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Calming Aura ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Biomantis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Most spells in this magic require a loremaster and occasionally a builder’s help. This magic is, therefore, a little slow to take effect. The caster cannot use these spells to destroy buildings or cities except if all parties agree, including the lore team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crystal Veil&lt;br /&gt;
|Desc = The caster can summon a ring of floating crystal shards around themselves. The shards commonly resemble crystals, such as amethysts, emeralds, and even more. While active, the shards spin around the caster, cutting and wounding everyone nearby.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster needs to roll a D5 to determine the amount of rounds until the crystals would vanish. If summoned successfully, the shield will cover a three-meter range, dealing 1 damage to each enemy per at the start of their turns until the crystals vanish. At the same time, the caster can block 3 damage while this spell is active. If 3 damage is blocked before the duration runs out, the spell will end early and absorb half of any extra damage, rounded down at a minimum of 1.&lt;br /&gt;
|Fail = The crystals will not deal any damage and fall apart, turning into crystal dust.&lt;br /&gt;
|Succ = The summoned crystals are becoming sharper and more stable, dealing 2 damage at the start of enemy turns within range.&lt;br /&gt;
|RedLines = Any summoned material will vanish after the cast ends. They can't be sold or used to create weapons or armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mending&lt;br /&gt;
|Desc = The caster focuses on a damaged part of the world, be it a ruin, a broken beam, a shipwreck, or anything else that is crumbling and broken, and begins to slowly repair it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster targets up to a 3x3x3 cube of blocks of a larger ruin or broken structure and can immediately repair it, restoring it to the way it was. Examples include broken walls or roofing, broken bridges, stone ruins, or shattered windows.&lt;br /&gt;
&lt;br /&gt;
Any material can be repaired as long as it can be touched safely. For example, heated metal can’t be repaired while hot.&lt;br /&gt;
|Fail = The selected area crumbles even further and completely breaks. It's unable to be repaired by this spell again.&lt;br /&gt;
|Succ = The repaired area grows to a cube of 5x5x5.&lt;br /&gt;
|RedLines = A loremaster must be present to oversee this spell. This spell cannot be applied to repair weapons, tools, or anything else equally small or intricate. It can only be used to repair swathes of ruined construction.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rock Spike&lt;br /&gt;
|Desc = Summon a spike of rocks that harms those standing on top of it.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a 1x1x2 spike that protrudes from the ground. When successful, the caster rolls D3 damage, and the target is knocked back 2 meters.&lt;br /&gt;
|Fail = The caster fails to manipulate the earth to his whims, and nothing happens.&lt;br /&gt;
|Succ = The caster masterfully manipulates the terrain. The spike becomes 2x2x4 and does full damage.&lt;br /&gt;
|RedLines = This spell can only be used when the terrain allows it. For instance, this spell can not be used on wood, water, lava, or mid-air.&lt;br /&gt;
&lt;br /&gt;
The spell can not hurt the caster.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Korstone Pebbles&lt;br /&gt;
|Desc = The caster summons forth pebbles from the realm of Kor to shoot at his enemies in a volley.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons pebbles from Kor to shoot out in a wide range; the pebble rain is aimed at an enemy and has a width of 3 meters. Anyone standing in that 10x3 area has to roll defense or get hit. When the spell hits, it does D2 damage.&lt;br /&gt;
|Fail = The stones fly from the tear too hastily and hit the caster instead. The caster takes D2 damage.&lt;br /&gt;
|Succ = The stones gain extra momentum and can reach up to 15m&lt;br /&gt;
|RedLines = The caster needs a line of sight to the enemy to hit them with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquify&lt;br /&gt;
|Desc = The caster holds a bar of the wanted metal, as light shines where they touch. The user tears its structure apart, creating a liquid, floating metal ball above their hand. The caster can now either shape it into something like a weapon or tool, one that is not too intricate, of course, or uses it as a projectile and fires it off at an enemy.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = One of the following effects will take place, each requiring a different amount of iron / metal;&lt;br /&gt;
&lt;br /&gt;
The caster creates a sword from the chosen metal and gets the effects of the new weapon that metal would have. Only the caster can wield this. [2 ingots]&lt;br /&gt;
&lt;br /&gt;
The caster creates a unique tool of some sort such as a unique hammer or a lockpick. Fulfilling this function requires Loremaster supervision. [LM determined]&lt;br /&gt;
&lt;br /&gt;
The caster shoots the ball of liquid metal at their target within 20m, and it solidifies before impact. This deals D3 damage on success. [1 ingot]&lt;br /&gt;
&lt;br /&gt;
The caster smiths a metallic plate and secures it onto themselves, granting them a +1 to defense until they take 3 damage. The caster can only have 2 plates on themselves at a time. [1 ingot]&lt;br /&gt;
|Fail = The light that started to shine faded before the caster's eyes. The magic they had gathered was not strong enough, sadly.&lt;br /&gt;
|Succ = The item the user has created is perfect in shape and size. They can add a +1 to any roll (except damage) they make while using this item. If this cast was used to create a lockpick, the caster gains an additional lockpick.&lt;br /&gt;
|RedLines = If used to create lockpicks, the mage must wait one IC day (3 hours OOCly) until they can create any more lockpicks. The caster can continue to make lockpicks during a LM hosted event until tiring (the LM decides this).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Armored Dust&lt;br /&gt;
|Desc = The caster creates a suit of armor made from dust and rock, which fit around the caster perfectly. The armor creates a layer of armor that perfectly fits around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The dust is whipped with bits of stone, creating a natural armor around the caster that fits perfectly. This armor grants the user a +2 in defense and immunity to bow attacks. The caster does lose 3 blocks of movement. The armor is also destroyed if an attack hits the wielder with a value of 15 or higher.&lt;br /&gt;
&lt;br /&gt;
The armor lasts indefinitely until the caster chooses to end the effects or until this spell is cast again.&lt;br /&gt;
|Fail = The spell crushes the caster, causing them harm and to lose focus after which the dust disperses. The caster takes 1 damage. &lt;br /&gt;
|Succ = The armor is even sturdiers, it can now withstands attacks up to 18 in value.&lt;br /&gt;
|RedLines = The armor can be washed away with aquamancy projectile spells. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tomb of Stone&lt;br /&gt;
|Desc = Cast large rocks at your enemy that will deal significant damage and trap your enemies. Or block entrances if necessary.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster summons large rocks from their tear to a specific enemy. The rocks will fall in a 3x3 area with the target in the middle. If the cast is successful, the target takes D3 damage and is stuck for 2 rounds, each round taking 1 damage of crushing. The target may attempt to break free early by rolling strength during their turn. They escape early if the strength roll is higher than the casting roll.&lt;br /&gt;
|Fail = The rocks grow heavy and unstable, crashing down upon the caster instead, dealing 2 damage and rooting them for 1 round, dealing an additional 1 damage.&lt;br /&gt;
|Succ = The rocks are extremely firm and can not be broken free from early.&lt;br /&gt;
|RedLines = To use this spell out of combat, an LM or Moderation team member has to supervise. Players trapped inside the rock tomb can not attack or be attacked.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Earthy Encasement&lt;br /&gt;
|Desc = This spell, very popular among geomancers, has a simple yet effective way of working. The caster summons the soil's might to move the earth beneath the target's feet. The ground will quickly move aside for the unfortunate to fall into a small hole, only to close back in and encase the victim in the earth.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = Upon performing the spell, a 2 Meter deep hole comes into being, right underneath the spell's victim. Right after, the hole closes again and submerges the victim in the earth. The target suffocates and takes 1 Damage per round they're in the hole. &lt;br /&gt;
&lt;br /&gt;
The victim can attempt to dig out by rolling d20. If the roll is higher than the success roll for the spell, they break free; a 20 will always free the player.&lt;br /&gt;
|Fail = The spell gets out of control and misfires, so both the caster and the victim get buried.&lt;br /&gt;
|Succ = The earth presses onto the victim harder, dealing D2 damage per round.&lt;br /&gt;
|RedLines = The target must be standing on earth-like blocks (such as paths, dirt, stone, ore, and the like).&lt;br /&gt;
&lt;br /&gt;
The victim's allies can attempt to dig them out by spending their own action.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seismic Spikes&lt;br /&gt;
|Desc = The caster stomps its feet on the ground and causes spikes to launch forward, piercing all within its range.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster stomps his feet on the ground and uses the energy of Kor to create a wave of spikes that come out from the ground in a 8x5 area. Everyone hit within this area takes D2+1 damage.&lt;br /&gt;
|Fail = The caster stomps his feet on the ground, causing a spike to pierce their feet, and they take D2 damage. Additionally, the caster cannot move for 1 round.&lt;br /&gt;
|Succ = The targets hit by the spell cannot move for 1 round.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cold Forge&lt;br /&gt;
|Desc = The caster attempts to forge a weapon from steel. A weapon of great quality, without any mineral imperfections. It is up to the caster's willpower to make this weapon of a certain quality.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster uses natural minerals and creates a weapon of choice. The weapon can be altered slightly in looks, though it still has the same uses as the normal version.&lt;br /&gt;
&lt;br /&gt;
The Caster rolls a D10; depending on what was rolled, this weapon is of a different material.&lt;br /&gt;
&lt;br /&gt;
1-6 = Iron&lt;br /&gt;
7-9 = Steel&lt;br /&gt;
10 = Damascus Steel&lt;br /&gt;
&lt;br /&gt;
A weapon created this way has certain magical properties, which can grant the person holding the weapon to gain a +1 in strength. Only one of these bonuses may apply to a single creature at any time.&lt;br /&gt;
|Fail = The caster fails to create any weapon; they pass out and cannot attempt to cast this spell for 2 OOC weeks.&lt;br /&gt;
|Succ = The caster rolls a D11 instead, where 11 = Adamantium.&lt;br /&gt;
|RedLines = The mage can only attempt to make a weapon this way once per OOC week due to the high value of these weapons. A loremaster must be present for the creation to approve the weapon.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spirit of Kor&lt;br /&gt;
|Desc = The caster calls forth a spirit of Kor, a creation of stone and minerals in the shape of a huge man with mighty arms. The spirit helps the caster and their allies in combat.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster summons a great Golem, who does as the caster commands. The Golem stays with the caster until the caster's tear gets closed or until the golem is reduced to 0 HP. The Golem takes its turn right after the caster's turn. The Golem has the following:&lt;br /&gt;
&lt;br /&gt;
25 HP, 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
+3 on attack rolls.&lt;br /&gt;
+5 on defense rolls.&lt;br /&gt;
&lt;br /&gt;
It can choose from 3 abilities each round.&lt;br /&gt;
&lt;br /&gt;
Slam: The Golem slams down in front of him in a 3x2 area which deals D4 damage to a targeted creature if hit.&lt;br /&gt;
&lt;br /&gt;
Protect: If the golem is within 5M of the target, it can protect its caster by taking the hit for them by extending its arm. This is emoted after the damage is calculated and before the attack hits the caster emotes.&lt;br /&gt;
&lt;br /&gt;
Stone Throw: The golem will throw a piece of itself at the target. This deals 5 damage to the golem and D5 damage to the target. This has a reach of 30 meters.&lt;br /&gt;
|Fail = The spirit is one of evil nature that attacks the caster. This attack deals D4 damage and may cause the loss of a limb if it is an extremely serious injury. Hereafter it retrieves back into the tear, never to be seen again.&lt;br /&gt;
|Succ = The spirit has an additional 10 HP.&lt;br /&gt;
|RedLines = Only one of these spirits may exist at once.&lt;br /&gt;
&lt;br /&gt;
A loremaster must be present for the casting of this spell. This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Petromancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Pillar of Stone&lt;br /&gt;
|Desc = The caster feels the earth's tear, guiding them through the rocks' hefty structure beneath as the user pulls up the rocky floor. They create a pillar of stone, and as the rocks slide over each other bit by bit, a pillar of great height is created.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 10 meters - 18 meters as projectile&lt;br /&gt;
|Damage = The user creates a pillar of stone, which is as tall as they need it to be, with the maximum height being their spellcaster level, while its width being 3 blocks, circular. They can also let the pillar levitate, turning it into a projectile. If used as such, the mage needs to do a normal attack roll. If the attack hits, it will deal D3 damage to the target.&lt;br /&gt;
|Fail = The pillar the caster tried to pull up is puny in size. They only managed to lift a rock the size of 1 block from the ground.&lt;br /&gt;
|Succ = The maximum size, instead, is doubled&lt;br /&gt;
|RedLines = The pillar is created very slowly, so if someone is standing on it, they can get off willingly without taking any damage by rolling a D20 agility and landing a 12 or higher.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Hands&lt;br /&gt;
|Desc = The caster touches something and turns it briefly into stone. Whatever was touched would soon turn back to its original state.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The user briefly touches something and turns it into solid rock.&lt;br /&gt;
&lt;br /&gt;
This spell works better on materials than on organic matter. On the organic matter, a thin layer of stone covers the surface instead.&lt;br /&gt;
&lt;br /&gt;
If the user grabs the enemy's item, it becomes too heavy to use for the next D2+1 rounds. If the user grabs an enemy, they will have their movement halved for D2+1 rounds.&lt;br /&gt;
|Fail = The petrification grows unstable, turning the hands of the caster into blocks of stone. The caster won't be able to use their hands or spells for 1 round.&lt;br /&gt;
|Succ = The spell lasts for D2+2 rounds.&lt;br /&gt;
|RedLines = You cannot fully petrify other players.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Craftman's Friends&lt;br /&gt;
|Desc = Craftsman's Friend is an advanced spell that requires a Geomancer to infuse their energy with the nearby ground, being able to reshape the stone into a statue-like puppet. The mage does this by clapping their hands together and placing them afterward on the ground, causing a 2-and-a-half meter tall, humanoid puppet to emerge from the stone. Interestingly enough, the mage can also use the same spell to be encased by the puppet, using it as armor instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster needs to roll a D4+4 to determine how much damage the golem can tank until it falls apart. While encased by the golem, the mage will move at half their normal speed but gain +2 on strength rolls while in this form.&lt;br /&gt;
|Fail = The golem will crumble apart after one hit during CRP or one OOC minute out of CRP.&lt;br /&gt;
|Succ = The golem can tank an additional 2 damage. Their movement remains normal, and they will gain +3 on strength rolls instead.&lt;br /&gt;
|RedLines = While the mage is encased within the golem, they aren’t immune to attacks that can penetrate or move through its defense.&lt;br /&gt;
&lt;br /&gt;
Moreover, the caster cannot cast any spells while in this golem.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Circle of Stone&lt;br /&gt;
|Desc = The caster pushes forth a circle of stone that rises from the ground, trapping anything within its bounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The caster creates a circle of stone around a space within range, trapping anything standing on that space. The stones collectively have 20 HP, and the spell ends early when this is reduced to 0. This spell lasts for 3 rounds.&lt;br /&gt;
|Fail = A rock shoots up, shooting the caster into the air and letting them fall.&lt;br /&gt;
&lt;br /&gt;
They make an agility roll where they need to roll higher than 10, or else they take D3 damage.&lt;br /&gt;
|Succ = The circle of stones stays up for 5 rounds instead of 3.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Geotic Grasp&lt;br /&gt;
|Desc = The caster sees the earth's tear, guiding them through its persistent nature, as the user starts encapsulating the opponent's footing. They do this with whatever is closest to the ground and eliminate the opponent's movement. Occasionally, this makes enemies completely immobile, stopping them from doing anything until they struggle out.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The spellcaster's level amount of targets in range has their movement completely taken away. They cannot move for D3 rounds&lt;br /&gt;
|Fail = The spell fails, and nothing happens.&lt;br /&gt;
|Succ = The regular effects of the spell activate, but the effects are strengthened. The target cannot move for D3+1 rounds.&lt;br /&gt;
|RedLines = This spell only works if there is rocky or earthy ground beneath the enemy.&lt;br /&gt;
&lt;br /&gt;
The targets can still move everything but their legs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Stones of Anguish&lt;br /&gt;
|Desc = The caster summons a few boulders that hover around the caster. They can be flung, crushing bones and other parts of creatures alike, or blocking ranged incoming attacks.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster summons forth 3 boulders that float around the caster, which the caster can use to attack, or block ranged attacks. The caster can use their action to throw one of these boulders, dealing D3 damage to the target hit. The caster can also use one of these boulders to get a +2 to save against any projectile attack roll. This can only be done once every round. The boulders stay for D3 rounds.&lt;br /&gt;
|Fail = Instead, the caster gets hit with one of the boulders they summoned, becoming buried in stone, skipping their turn so long as they are buried within. The caster rolls a strength roll against the boulders every round to get free.&lt;br /&gt;
|Succ = the boulders stay for an additional 2 rounds. When thrown, the boulders shatter upon impact dealing D2 to all targets within 3 meters of the target. &lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voice of the Mountain&lt;br /&gt;
|Desc = The caster commutes with the spirits of Kor; their conversation summons forth an avalanche of terrifying sounds of a thundering storm of falling rocks, filling the foe with fear.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The enemy who fails to defend against this spell is filled with fear and don't dare to advance on the caster.&lt;br /&gt;
&lt;br /&gt;
All enemies in the area  receive -3 to all mundane attack rolls for D2+2 rounds. On top of that, their movement is halved for the spell's duration. Any mages caught by this spell cannot benefit from a critical success, and will critically fail if they fail a cast.&lt;br /&gt;
|Fail = The caster directs the sound at their allies and enemies. Everyone within range is hit with the effect.&lt;br /&gt;
|Succ = The duration of the spell is D2+2 rounds instead.&lt;br /&gt;
|RedLines = Walking into the area of effect after the spell has been cast gives that person the same effects for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Eden's Wrath&lt;br /&gt;
|Desc = The caster rips open the earth with mastery over the soil and creates a powerful earthquake. From this earthquake, sharp spikes start piercing out from the ground, hitting those caught within the area of effect.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = By opening the tear far enough, the caster can create an earthquake, followed by the eruption of spikes from the ground. The earthquake is 7 meter wide and 20 meters long. Everyone within the line will take 4 flat damage. Spikes will appear within 20 meters of the caster in the direction the spell was fired. To determine if the spikes are hitting a target, they will need to roll a D20. If they roll an even number, the attack will hit them. If this spell hits an enemy, it will deal additional D2+2 damage to the target and stop their movement emotes for 2 rounds.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = Additionally to the normal effect, magma will start to spill forth from the summoned spikes. If hit by a spike, it will cause a burning effect on top of being hit. &lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Casting this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Biomancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Living Soil&lt;br /&gt;
|Desc = The caster summons forth a small circle of life magic on the soil; bright flowers and grasses sprout all over the area, allowing anyone standing within it to heal their wounds magically.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster can choose themselves or one target of choice and heal up to D2 HP.&lt;br /&gt;
|Fail = The soil dies immediately, and nothing happens.&lt;br /&gt;
|Succ = The target may heal up to 2D2.&lt;br /&gt;
|RedLines = The spell cannot heal multiple people.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blinding Spores&lt;br /&gt;
|Desc = The caster shoots a blast of stinging spores directly into the face of their target, attempting to blind them for a short period. The spores are non-lethal and do no physical damage, but they cause immense pain and can reduce the sensory awareness of those affected.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = This spell is cast as a projectile with a range of 20 meters. The caster summons a compacted ball of spores that explode on impact. If this spell hits a target, they are Blinded for D3 rounds.&lt;br /&gt;
|Fail = The spores release while still in the caster's grasp, blinding them for 1 round.&lt;br /&gt;
|Succ = The spores are incredibly effective, blinding the target for an extra round.&lt;br /&gt;
|RedLines = This spell can only target one person at a time, and the caster must have a clear line of sight with the target to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strangle Roots&lt;br /&gt;
|Desc = The caster summons a host of weeping roots from the ground, taking hold of targets to pin them in place.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster selects a piece of land in a 3x3 radius fully within range, and anyone standing within it cannot move or use ranged attacks for D3 rounds.&lt;br /&gt;
|Fail = The roots bind the caster in place for 1 round. The caster cannot use ranged attacks for this duration.&lt;br /&gt;
|Succ = The roots start to strangle the target, dealing D2 damage.&lt;br /&gt;
|RedLines = Stepping into the roots while the active spell stuns, the player steps in for the remaining spell duration.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animal Control&lt;br /&gt;
|Desc = The caster touches an animal and makes it loyal to the caster for some time. The caster can control the animal as they so desire.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches an animal and tries to show its strength so that the animal becomes loyal to the caster. The animal uses their strength instead of intelligence to save against the caster's attempt.&lt;br /&gt;
&lt;br /&gt;
Once the caster has subdued the animal, it will be loyal to the caster for 1 OOC day. The caster can control the animal using their action to give commands to the animal.&lt;br /&gt;
&lt;br /&gt;
If no animal is around, the spell magically calls forth a familiar from Kor with the following stats for 3 rounds:&lt;br /&gt;
&lt;br /&gt;
HP: 4&lt;br /&gt;
Str: 0, Def: -1, Agi: +2, Int: Unusable&lt;br /&gt;
Attacks: 2, each dealing D2 damage.&lt;br /&gt;
|Fail = The spell fails, making the animal aggressive toward the caster. The animal will use their turns to attack them in retaliation, whereafter the animal flees. If summoning a familiar, it is simply not summoned.&lt;br /&gt;
|Succ = The animal does not need to make a save and is automatically subdued. The familiar gains an additional 2 hp.&lt;br /&gt;
|RedLines = This spell only works on common - rare mobs.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rose Vines&lt;br /&gt;
|Desc = The caster creates a great bush of roses around them, which hurts creatures whenever they move through them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a thicket of roses in an area around them, which deals D2 damage for every 3 meters a creature moves through it, though the caster is unaffected by this. Additionally, any creature within the rose bush has its movement reduced by 4 meters. The bush lasts for D3 rounds.&lt;br /&gt;
|Fail = The prickly thorns latch onto the caster's legs, making it harder to move. The caster has its movement stopped for 2 rounds.&lt;br /&gt;
|Succ = The rose bush becomes even larger, having a range of 15 meters instead of 10.&lt;br /&gt;
|RedLines = When the caster is within the bush, they cannot cast this spell again to double the bush. The effects also do not stack if there is another bush.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Healing Blossom&lt;br /&gt;
|Desc = The casters calls forth a whirlwind of pink blossom from their tear; as they touch the wounded around the caster of cover the caster fully, their wounds start to heal.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster may select D3+1 targets in range and heal D2 HP of each of them. The caster can choose to heal the same target multiple times, but each additional time heals only 1 HP.&lt;br /&gt;
|Fail = The blossom does not have enough vitality to survive and absorbs D2 from the caster, after which it dies anyway.&lt;br /&gt;
|Succ = All targets are healed for the full 2 HP.&lt;br /&gt;
|RedLines = Potent results may occur with several casts in quick succession, to aid those left deformed. This requires Lore Master supervision.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Gnarling Swarm&lt;br /&gt;
|Desc = The caster summons a colorful swarm of elemental insects. They eat away at anything they touch during their flight.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster may draw an imaginary line of 20x3 on the floor; the swarm will follow that path and eat away at anything they touch.&lt;br /&gt;
&lt;br /&gt;
The swarm does 2D2 damage to any player target it hits and can damage wooden structures.&lt;br /&gt;
|Fail = The insects feast on the first thing they see, which is the caster, dealing D4 damage and leaving them defenseless for the next round.&lt;br /&gt;
|Succ = The swarm is bigger than expected; the spell goes on for 25 blocks and is 5 blocks wide.&lt;br /&gt;
|RedLines = This spell can only be used under Loremaster supervision if the player wishes to damage a structure.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Kor’s Expansion&lt;br /&gt;
|Desc = The caster reaches into the tear, and out comes a small acorn. The caster then shoots that acorn away into the ground, and a massive magical tree grows where the acorn lands.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When the tree shoots up, it does D5+3 damage to everyone in a range of 15 meters in any direction from where it lands.&lt;br /&gt;
&lt;br /&gt;
The tree itself generally destroys what is inside its effective radius. However, a minor structure can be lifted up into the air. A bigger structure will collapse, or at least the parts that were hit by the spell.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead and take D5 damage. Most often, the caster will lose a limb due to the strong drawback of the spell&lt;br /&gt;
|Succ = The tree grows hives of magical wasps, protecting it from easy destruction. Dealing D3 damage to anyone attacking the tree, the caster, or the caster's allies within range.&lt;br /&gt;
|RedLines = Players hit by the attack will be thrown out of the radius.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used when a loremaster/event team member supervises.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Earthly Awareness&lt;br /&gt;
|Desc = The caster has reached a new milestone, where the earth can be read like a book.&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Effect = The caster knows who is in an area around them, so when engaging in combat knowingly, the mage will gain +1 on defense or dodging rolls. If someone initiates CRP with the caster, they have a penalty of -2 on their first attack.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Calming Aura (Biomancy only)&lt;br /&gt;
|Desc = The caster has come to peace with the surrounding nature, feeling it helps themselves and others nearby. The caster passively heals those around them and himself.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = A maximum of 3 targets of the caster's choice within a 10-block area of the mage will heal 1 HP every round, including the mage themselves.&lt;br /&gt;
|RedLines = Outside of CRP, this aura can only heal small cuts and bruises and will leave any bigger wounds alone.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crystalline Hands (Petromancy only)&lt;br /&gt;
|Desc = The caster's body begins to form segments of stone and crystal as markings upon their flesh, especially upon their hands. This grants them a deeper connection to Kor and their element.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster deals 2 damage with unarmed strikes instead of 1. They also gain +1 to defense rolls. While underground or within natural earth formations, the mage can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this ability has a 4 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&amp;diff=4085</id>
		<title>Hemomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&amp;diff=4085"/>
		<updated>2023-06-27T13:33:58Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Hemomancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Sanguine Relic&lt;br /&gt;
| Paths = Night '''·''' Beast '''·''' Blood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tremble, fearful mortals, for the midnight hour chimes. &lt;br /&gt;
&lt;br /&gt;
As the sun sets on the realms of the living, the midnight hosts march out from their lairs to prey on those who dare to enter their territory after dark. As ancient beasts and restless Vampires scour the woods around little towns looking for fresh prey, the watchmen who are there to protect the citizens can do nothing but pray that those who turned to the great houses of the shadow realm do not set their eyes upon them, for they are hopeless against the fangs of steel and knifed claws of the Blood thirsting hosts.&lt;br /&gt;
== History ==&lt;br /&gt;
The arts of those who call themselves the red mages or vampires have been around as long as most mortal souls can remember. Their cults first appeared in the Attian Empire. There they set their eyes on the courts and positions of power as a vampire feels like they are destined to rule. Yet their curse of endless bloodlust has led to destruction as the god-king of the Attians swept away their influence in a great flood, leading to the demise of most organized hemomancy activity. The ancient text of the first red cults used to convert the first hemomancers has long been gone. Destroyed in the waters of the great floodings. These days, the most common folk tales left behind are that of vampires, striking on nights, being sly and steady killers before vampire hunters came to slay these beasts. It has been a long time since the last vampires were seen, but will they ever return? Or maybe did they ever really go away?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
The learning and teaching of the ways of the Hemomancer are becoming one in their fullest glory. Their training consists of obtaining the full extent of one's vampirical nature and living well with the downsides that come with it. Not many things are known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn. The initiate hemomancer removes their blood and fills it with the corrupted, voidal blood of the servants of the Midnight Aristocracy. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to side with a house of the midnight aristocracy they once more require to nurture their hemomantic powers through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 2 to Lvl 3&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
|60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times. &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5 &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
| 1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|}After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
== Progression - Hemomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Initiate&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Bloodless initiate&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Red cultist&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 sanguine charges. The spellcaster unlocks the Ichor Friend ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Red cultist veteran&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Hemomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 4 sanguine charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of the Night ===&lt;br /&gt;
The house of the Night is the noblest among the Midnight Aristocracy houses. They see themselves as superior to other beings and have immeasurable pride. The house of the Night is known for its blood absorption techniques and the usage of darkness and shadow. &lt;br /&gt;
&lt;br /&gt;
With each level the mage gains in this house, their status is elevated, and they become more prideful and noble. Upon reaching Aristocrat status, the mage can no longer hide their true nature without effort.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Fledgeling&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Crimson Eyes Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Neonate&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Bloody Nails Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Half Blood&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Sucker Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Noble Blood&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Skin Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Midnight Aristocrat&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Hover Ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of the Beast ===&lt;br /&gt;
The house of the Beast is a ferocious house that credits itself with hunting and strength. The house of the Beast is well-known as a house of vigor and brawn prized within their bodily enhancement spells that turn their residents into beasts of terror. Each level the mage gains within this house elevates their status and gives them more superiority over the lower-ranking members. The house follows a beast-like hierarchy system where one has to obey their superior or is cast aside. Upon reaching Beastmaster status, the mage can no longer hide their true self without effort. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Whelp&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Preying Scents ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Pack Scavenger&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Claws ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Beta Hunter&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Protective Coat Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Alpha Predator&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Fight of Flight Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Bloodless Beastmaster&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Apex Instinct Ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of Blood ===&lt;br /&gt;
The house of Blood is the most occult house among the Aristocracy. They value blood and its covering of the world above all else. Those who are house residents are known to use great amounts of blood to dye the battlefield red before a victim is even claimed. The house of Blood is prized for its ability to manipulate blood and change its properties to fit the mage. Each level the mage gains within this house elevates their status within the house to better fit the worship of blood itself. Once a mage becomes a Crimson Lord, they are blinded with the pleasure of spreading the red liquid wherever they can, though their outer appearance does not change. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Bloodied initiate&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Devout Follower&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Red Preacher&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Flame ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Ichor Bishop&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Crimson Lord&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage becomes a half-voidal being. This means that certain attacks are more effective, and they may suffer a backlash from this. The caster must use the blood charges of their catalyst for certain spells. To fill the catalyst, request an LM or GM. &lt;br /&gt;
&lt;br /&gt;
Those who tread the path of hemomancer will need a constant supply of fresh blood. Causing bloodlust and carnage among those who practice this art.  &lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Needle&lt;br /&gt;
|Desc = The caster turns their blood droplets into tiny needles they can send flying toward their enemies. The needles are sharp enough to do the magical piercing.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates D8 needles that they can send out in a 15x3 area. Everyone in that area who fails to defend themselves will be hit by the attack and take 1 damage per needle aimed at them.&lt;br /&gt;
&lt;br /&gt;
Due to the sharpness of the needles, the target gets a -1 intelligence on their magical defense roll.&lt;br /&gt;
|Fail = The blood drops fail to take form and fall on the ground.&lt;br /&gt;
|Succ = The caster creates D4+4 needles instead.&lt;br /&gt;
|RedLines = Each enemy may only be targeted by 3 needles at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Splatter&lt;br /&gt;
|Desc = The caster cuts their hand open or uses a blood charge from their relic, and splatters blood in front of them in a wide area. Those hit with the blood will be blinded.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster cuts open their hand with their weapon, or uses a blood charge from their relic,  spreading the blood in a 3x5 area in front of them. Any targets in that area will get corrosive blood in their eyes and be blinded for D3 rounds.&lt;br /&gt;
|Fail = The blood becomes unbearably corrosive, failing and dealing an extra 1 damage to the caster.&lt;br /&gt;
|Succ = The targets hit with this spell will take 1 damage from it.&lt;br /&gt;
|RedLines = This spell costs either 1 sanguine charge, or 1 HP from a self-inflicted cut. The blood is not corrosive enough to burn through anything or cause permanent eye damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sanguine Brand&lt;br /&gt;
|Desc = The caster touches a target with their palm, creating a brand of blood on the touched surface. The caster can make this brand erode itself upon command. The target will feel a sting where the caster touched them, and the brand will be visible outside the target.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster creates a brand that lasts until the caster commands the brand to erode or lasts for 5 rounds in combat before automatically eroding. While the brand is active, the caster deals +1 damage to the being marked with it.&lt;br /&gt;
&lt;br /&gt;
The brand deals D2 damage when it erodes, but the caster knows exactly where the brand is if it is active.&lt;br /&gt;
&lt;br /&gt;
Outside of CRP the brand stays for 1 OOC day until it automatically erodes.&lt;br /&gt;
|Fail = The caster fails to implant a brand, merely blemishing the target's skin.&lt;br /&gt;
|Succ = The brand deals D2+1 damage when eroding.&lt;br /&gt;
|RedLines = Only 2 brands may be active at one time&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Seed&lt;br /&gt;
|Desc = The caster creates a seed of blood that they drop on the floor. If an enemy walks over this seed, their feet are punctured, and the seed starts draining their vitality.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 1 meters&lt;br /&gt;
|Damage = The caster creates a seed of blood that they place on the block they are standing on. If an enemy player steps on this block the seed will pierce upwards through the foot of whatever stood over it,  dealing 1 damage for every round the enemy is standing on that space.&lt;br /&gt;
&lt;br /&gt;
The target that gets pierced will be stuck in place for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
It will dissolve if the seed hasn't pierced anyone after 3 rounds.&lt;br /&gt;
|Fail = The seed refuses to form, dissolving into a few drops of blood.&lt;br /&gt;
|Succ = The seed will live up to 5 rounds without anyone stepping on it.&lt;br /&gt;
|RedLines = A maximum of 3 seeds can be active at once. A Lunarmancer can cleanse the target space of the blood seed to end its duration early.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Bolt&lt;br /&gt;
|Desc = The caster concentrates their blood inside an orb that shoots a powerful bolt toward an enemy. Those hit with the bolt are covered in blood until they clean themselves.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends forth a blood bolt that deals D3 damage. Upon success the target is covered in blood, losing 2 meters movement. The caster can choose to spend a sanguine charge to enhance the spell, increasing the range to 20 meters and worsening the slow to -4 meters movement.&lt;br /&gt;
|Fail = The blood bolt explodes as the caster is about the send it out, covering the caster in the blood instead and making them lose 2 meters movement.&lt;br /&gt;
|Succ = The bolt deals 2D2 damage.&lt;br /&gt;
|RedLines = The enhanced version of this spell costs 1 sanguine charge.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seal Limb&lt;br /&gt;
|Desc = The caster controls the enemy's blood to a limited extent, causing one of the enemy's limbs to become unusable.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The limb of the caster's choosing will be shut off from blood and lose its function for D2 rounds.&lt;br /&gt;
&lt;br /&gt;
If an arm is sealed, the target can only use one-handed combat until their limb is unsealed.&lt;br /&gt;
&lt;br /&gt;
If a leg is sealed, the target loses half its movement.&lt;br /&gt;
|Fail = The caster strains too much while attempting to cast the spell, causing it to rebound. The caster rolls a D2; 1 = an arm becomes sealed for 1 round, 2 = a leg becomes sealed for 1 round.&lt;br /&gt;
|Succ = The seal lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = The head or torso of a target cannot be sealed this way; only one limb per target may be sealed per hemomancer that uses this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Borrowed Time&lt;br /&gt;
|Desc = The caster casts a spell on their target that slows their blood flow; once the spell ends, the target suddenly feels their vitality leaving their body compared to the damage they took previously.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The caster casts a short-range spell that slows the blood flow of their enemy for D2 rounds. The target might feel fatigued, but nothing seems to have changed.&lt;br /&gt;
&lt;br /&gt;
When the duration ends, the target's blood suddenly starts rushing fast again, and they take extra damage equal to half the damage they took during the rounds they were affected by the spell, rounded down.&lt;br /&gt;
|Fail = The caster freezes themselves in place for 1 round.&lt;br /&gt;
|Succ = The spell instead lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Unleased Armor&lt;br /&gt;
|Desc = The caster consumes a vial of blood as they feel their back ripping open, revealing a structure of bones and flesh that may be considered natural armor. Though it does not seem capable of defending the caster, it does seem able to hurt others who try to attack them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster inflicts D3 damage upon themselves as skeletal spines spike out of their backs. Anytime an enemy attacks them from close range, the enemy will take D2 damage.&lt;br /&gt;
&lt;br /&gt;
This effect stays for 3 rounds but gets increased in length by one extra round every time someone attacks the caster.&lt;br /&gt;
|Fail = The caster inflicts d3 damage upon themselves, and nothing else happens.&lt;br /&gt;
|Succ = The spikes will do the maximum amount of damage.&lt;br /&gt;
|RedLines = This spell can kill you.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crackling Skin&lt;br /&gt;
|Desc = The mage pours one charge of their Relic over their hand as they point their finger at someone. The blood under the target's skin will harden, creating patches of hardness on it. As they will try to react by moving, the patches start to tear, spurting out blood the more they move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The target's skin hardens. For every 2 meters they move or are moved, they take D3 damage. This effect will stay for 2 rounds.&lt;br /&gt;
|Fail = The spell does nothing, but as a reaction to this failure, the caster can fill up their Relic with their blood, restoring one charge and dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The opponent's skin hardens to its fullest extent, turning the damage into a D4.&lt;br /&gt;
|RedLines = This spell costs one sanguine charge.&lt;br /&gt;
&lt;br /&gt;
The caster can only curse a total of 2 targets at the same time with this spell. This spell only works if the target has skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wielded Blood&lt;br /&gt;
|Desc = The mage summons forth a spurt of blood from their Relic as they mold it into a blade. This blade has an innate connection to their blood, granting them life force from the people they hit with their blade.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage creates a blood blade. granting healing for every successful attack while doing the usual damage to the opponent. The caster heals half the damage they inflict, rounded down, up to a maximum of 5HP. The blade also grants a +1 on attack rolls when wielded in the first 2 rounds. This weapon lasts for 4 rounds.&lt;br /&gt;
|Fail = The caster loses a charge on their Relic, and the blood turns into an oozing whip that deals 4 damage to the target and then splatters apart.&lt;br /&gt;
|Succ = The weapon the mage has created with their blood is sharper than any sword someone has ever seen, giving the caster a +2 instead of a +1 for attack rolls in the first two rounds.&lt;br /&gt;
|RedLines = This spell costs one sanguine charge to cast.&lt;br /&gt;
&lt;br /&gt;
Switching out from this weapon before the time runs out costs an action phase.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Garden&lt;br /&gt;
|Desc = The caster touches the ground and causes an immense redness to spread through the terrain. Blood in the form of flowers sprouts all over the area. A blood seed will afflict any enemies moving within the area, and allies can thread as they please.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a field of blood flowers around themselves in a 20x20 area for D3+2 rounds. The flowers release blood seeds everywhere, so they will afflict anyone entering the area.&lt;br /&gt;
&lt;br /&gt;
With every step an enemy takes within the field, another blood seed will activate.&lt;br /&gt;
|Fail = The caster channels its energy into the surrounding area, but it flows back into the caster, causing a bloody eruption within its body. The caster is knocked out and may lose a limb.&lt;br /&gt;
|Succ = The area stays for D5+3 rounds instead.&lt;br /&gt;
|RedLines = This spell requires 2 sanguine charges. A loremaster must be present to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Night&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Life Leech&lt;br /&gt;
|Desc = The mage opens the wounds existing on one's body and sucks up the blood within their bodies. As the enemy takes damage, the mage instead absorbs the blood through consumption, which grants them additional life force.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The person attacked with this spell takes D2 damage on a successful roll. For this one hit point, either the mage regains D2 HP, or they can fill up a charge on their blood relic.&lt;br /&gt;
|Fail = The spell fails, but the mage can use a charge of their Relic to regain D2 HP&lt;br /&gt;
|Succ = More blood is drained, healing the caster by 1 additional HP.&lt;br /&gt;
|RedLines = This spell only works on already wounded targets, be it that the wounds secrete blood. The mage cannot overheal their max hit points. The mage can either heal or fill up a charge in their Relic, not both.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Summon Darkness&lt;br /&gt;
|Desc = The caster creates a magical dark fog, seeping out from beneath their clothes and enveloping everything within a small area, blotting out the light of candles and other light sources in a room, allowing for sneak attacks or an easy escape. The fog slowly dissipates, and everyone EXCEPT the caster has the Blindness status effect applied to them for however long they are inside the fog or until the fog ends.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Everyone in the range except the caster will be blinded for however long the fog lasts, using the Blindness status effect.&lt;br /&gt;
&lt;br /&gt;
In a closed room the fog lasts D3+2 rounds by filling the space. &lt;br /&gt;
&lt;br /&gt;
In an open room, the fog stays for D3+1 rounds and slowly leaves. &lt;br /&gt;
&lt;br /&gt;
In an open/outdoor area, the spell stays for D3 rounds by quickly fading away.&lt;br /&gt;
|Fail = The caster also loses control of the spell and becomes blinded by fog. The fog lasts half the normal duration, rounded down.&lt;br /&gt;
|Succ = The fog is especially potent and lasts the full duration of the spell.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Summon Household&lt;br /&gt;
|Desc = The mage summons their household pets from the shadows to help them in battle. As their household battles the enemy, the mage stands back and watches the ensuing chaos.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The mage extends their shadow and from it summons their household pets that linger within it. The mage rolls a D10 upon a successful cast.&lt;br /&gt;
&lt;br /&gt;
On a 1-4 roll, the caster summons a bat with 1 HP, a+1 strength modifier, and deals 1 damage upon a successful attack. It has 10 meters movement.&lt;br /&gt;
&lt;br /&gt;
On a 5-9 roll, the caster summons a rat with 2HP, a +2 strength modifier, and deals 2 damage upon a successful attack. It has 8 meters movement.&lt;br /&gt;
&lt;br /&gt;
On a 10, the caster summons a wolf with 3HP, a +3 strength modifier, and deals 3 damage upon a successful attack. It has 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
The caster rolls a normal D20 and adds the + modifier to determine the success of a summon attack. Their household will take it's turn(s) after the caster's.&lt;br /&gt;
|Fail = The caster overextends their shadow and hurts themselves in retaliation. The caster takes D2 damage.&lt;br /&gt;
|Succ = The summoned creature is doubled.&lt;br /&gt;
|RedLines = This spell cannot be activated if a summon is already active. The caster cannot actively attack the target the summons is attacking.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bloody Siphon&lt;br /&gt;
|Desc = The caster sacrifices a sanguine charge, and creates an orb of blood that floats in the air in a set place, any creature near this siphon will have their blood forcefully extracted through the pores of their skin. The mage can eventually absorb this siphon.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster creates a floating orb of blood on the space they are standing on, that lasts for D3+2 rounds. Any enemy within 8 meters of the orb will lose 1 HP at the start of their turn.&lt;br /&gt;
&lt;br /&gt;
Once the siphon ends naturally, or the mage retracts it, they heal half of the damage the siphon dished out, rounded down.&lt;br /&gt;
&lt;br /&gt;
Magical attacks can attack the siphon to end it early. The siphon has 3 HP.&lt;br /&gt;
|Fail = The siphon is not tuned well enough and starts absorbing blood from everyone in the radius. Including the caster and their allies. The siphon cannot be absorbed and collapses after 3 rounds or when destroyed.&lt;br /&gt;
|Succ = The siphon's range is increased to 10 meters&lt;br /&gt;
|RedLines = The spell costs 1 sanguine charge. Only one siphon can be active at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = True Form&lt;br /&gt;
|Desc = When the moon shines in all its glory at night, the mage can take flight! While pouring charges of blood over their body, the mage can grow an excellent pair of wings on their back.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage douses their back in charges of their Sanguine Relic, sprouting wings from their back and gaining additional health and speed for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can hover mid-air with these wings by emoting they do so. They'll be at least 5 meters in the air where they stand.&lt;br /&gt;
&lt;br /&gt;
The caster doubles their movement speed as long as they're airborne, and they gain 5 max HP for the duration of the spell. Once the spell ends, any access HP above the caster's max HP is lost.&lt;br /&gt;
&lt;br /&gt;
Melee attacks cannot hit the caster while they are airborne. While airborne, the caster gains a +2 to saving rolls against physical projectiles. Magic attacks against the caster do an additional 2 damage per successful attack while the caster is airborne.&lt;br /&gt;
|Fail = The spell doesn't work, and the mage feels immense pain in their back, causing 3 damage. The mage will have to wait for 3 rounds before attempting to recast this spell.&lt;br /&gt;
|Succ = The spell lasts for the max duration.&lt;br /&gt;
|RedLines = This spell costs 2 sanguine charges to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used at night and cannot be cast upon others. The wings cannot be used as a weapon. Other abilities can be used while this spell is active. The mage cannot carry people while flying.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Beasts&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strengthen Muscles&lt;br /&gt;
|Desc = The caster fortifies their blood in their arms, allowing them beast-like strength to crush their enemies or climb up surfaces a little higher, though they will lose some speed due to their increased weight.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster uses the power from their relic to strengthen their forearms, granting them increased strength and defense for D3 rounds. The caster gets a +2 boost in strength and defense, offering up speed as the caster's movement speed is halved and rounded down.&lt;br /&gt;
&lt;br /&gt;
The caster can spend a sanguine charge to enhance the benefits of this spell, providing a +3 boost for D2+1 rounds.&lt;br /&gt;
|Fail = The caster strains their muscles too much, wasting their relic power.&lt;br /&gt;
|Succ = The caster also boosts their leg muscles slightly; their movement is no longer halved.&lt;br /&gt;
|RedLines = The caster can climb up smaller ledges using this spell due to their strength. They're able to climb 3 blocks instead of 1. For this, a staff member must spectate the cast, and they will let you up the ledge.&lt;br /&gt;
&lt;br /&gt;
The enhanced version of this spell costs 1 sanguine charge. The enhanced version instead grants 5 blocks worth of climbing range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bestial Ground Claws&lt;br /&gt;
|Desc = The caster sticks their claws into the ground and slashes upwards, creating 3 massive gushes of force that soar towards enemies.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster puts their claws into the ground, flinging them upwards as 3 long slashes of raw force slice anything in their path.&lt;br /&gt;
&lt;br /&gt;
The slashes travel in a 8x3 area forwards, with only 1 slash per row. If the slash hits a person, it will stop at that person.&lt;br /&gt;
&lt;br /&gt;
Each slash deals D2+2 damage.&lt;br /&gt;
|Fail = The caster gets their hand stuck in the ground and cannot move for 1 round.&lt;br /&gt;
|Succ = The attack power of the slash is increased, and the spell deals D3+2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Feral Fist&lt;br /&gt;
|Desc = A perfectly cultivated strike, the fist is engulfed with energy from the caster’s tear and a powerful blow can be unleashed.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The punch is similar to a kinetic blast. It deals 2 damage and knockback that pushes a single target away by D6+2 blocks.&lt;br /&gt;
A sanguine charge can be used to boost the spell's effect and deal D3+2 damage instead.&lt;br /&gt;
|Fail = The caster charges too much energy to their fist and ends up stunning themself for a round, unable to attack but still defend.&lt;br /&gt;
|Succ = Knockback distance is charged to its maximum range.&lt;br /&gt;
|RedLines = If the target is within 1 meter of the caster, the attack deal 1 extra damage. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Beastkin Howl&lt;br /&gt;
|Desc = The caster invokes magic in their voice, calling out towards the wide world and calling for their kin to help them out in battle.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = When the caster is successful in casting this spell. A Lycan-thrall will arrive in D2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once the Lycan-thrall arrives, they look like a half-human, half-beast monster that fights with claws.&lt;br /&gt;
&lt;br /&gt;
The Lycan-thrall has 3 HP and will flee after reaching 0 hp. It has a +2 on attack and +1 on defense. They cannot defend themselves from magical or ranged attacks. It has two claw attacks, each dealing D2 damage. It has 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
The caster rolls a D20 and adds the bonus for the action of the Lycan-thrall. Its turn is directly after the caster's.&lt;br /&gt;
|Fail = The caster calls forth an enemy beast that bites them and deals 2 damage before running off.&lt;br /&gt;
|Succ = The caster calls forth a Lycan-thrall near the caster's location, instantly appearing.&lt;br /&gt;
|RedLines = The caster rolls for the Lycan-thrall, and only one Lycan-thrall can be active at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Regeneration&lt;br /&gt;
|Desc = The caster uses blood from their relic to heal themselves up and close any open wounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster wields the energy to heal themselves for 2HP at the end of their turn for D2+1 rounds. The bleeding effect will be stopped if the spell was cast successfully.&lt;br /&gt;
|Fail = The caster fails to control the voidal energy contained in the spell and starts taking 1 damage at the end of their turn for D3 rounds.&lt;br /&gt;
|Succ = The spell was cast steadily and will last for 3 rounds instead of D3 rounds. &lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge. Healing is very tasky, the caster cannot attack while healing and the healing will stop if the caster takes damage. The caster can still move and defend.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hunting Grounds&lt;br /&gt;
|Desc = The mage extracts a use from their Sanguine relic to create a hunting ground that their targets can enter but cannot leave. If a person tries to leave the hunting grounds forcibly, they will be struck by bloody thorns.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The mage creates an area of 10 blocks all around them for D4+1 rounds. While in this area, the caster gains +1 to strength rolls for every 2 victims trapped in said radius.&lt;br /&gt;
&lt;br /&gt;
Anyone who enters this area will be slowed by -2 meters and cannot freely leave the 10-meter radius before the spell ends or the caster allows it.&lt;br /&gt;
&lt;br /&gt;
Those who wish to leave forcibly will have to roll a D20 agility and roll over a 12; otherwise, they are stopped at the edge of the grounds and take 1 damage.&lt;br /&gt;
|Fail = The use of the sanguine relic is wasted, and the caster is stunned for 2 rounds, unable to attack, defend or move to recover their energy.  &lt;br /&gt;
|Succ = The hunting grounds are more potent, requiring an agility roll over 15 to escape its edge.&lt;br /&gt;
|RedLines = The hunting grounds will be canceled by the Hallowed Grounds of the lunarmancers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = True Beast&lt;br /&gt;
|Desc = The mage attains a full grasp of their powers when the moon glows brightly in the night sky. They grow taller, stronger, and faster to embrace their inner beast fully. After the mage casts this spell, they will lose their rationality and attack a friend or foe.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The mage turns into a beast of their description by soaking themselves with charges from their sanguine relic. The mage gains a health, strength, defense, and speed bonus for D5+5 rounds.&lt;br /&gt;
&lt;br /&gt;
The mage gets +5 HP and max HP for the duration (health above their original max HP disappears at the end of the duration), as well as +3 Strength and +2 Defense. In this form, the mage takes half damage, rounded up from mundane physical attacks, but they still take full magic damage. The mage may move 6+D9 Agility meters per movement phase. &lt;br /&gt;
&lt;br /&gt;
The mage loses rationality on who is a friend and a foe, attacking those closest to them, only switching targets to people who have attacked the mage since transforming.&lt;br /&gt;
|Fail = The mage grows to unbearable proportions and faints under stress. They may lose all functionality in a limb after transforming back.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = The spell costs 2 sanguine charges. it can only be cast during the night. Abilities can still be used while the spell is active.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Blood&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hemoplague&lt;br /&gt;
|Desc = The caster creates a ball of blood using a charge from their relic, this ball of blood can erupt and cover a minor area, causing all affected by the blood to be more vulnerable.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster uses a charge of their Sanguine Relic to create a ball of blood. They launch this ball at a certain target or location and make it explode, causing all who were standing in the 3x3 area to be inflicted by the Hemoplague.&lt;br /&gt;
&lt;br /&gt;
The hemoplague causes targets to feel weakened, and their constitution lowers, giving them a -3 on all saving rolls for D3+1 rounds.&lt;br /&gt;
|Fail = The hemoplague falls upon the caster, giving them a -3 on all saving rolls for 2 rounds.&lt;br /&gt;
|Succ = The hemoplague has the maximum effect of 4 rounds.&lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Greedy Blood Collector&lt;br /&gt;
|Desc = The caster imbues their Sanguine Relic with the power to collect blood that is shed during the battle. When either side takes damage, the Sanguine Relic slowly fills up.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The Sanguine Relic starts collecting blood from the battle for D4 rounds.&lt;br /&gt;
&lt;br /&gt;
Every 5 damage during the spell's active time will restore one blood charge.&lt;br /&gt;
|Fail = The Sanguine Relic will lose one charge instead of filling.&lt;br /&gt;
|Succ = The spell stays active for the max duration.&lt;br /&gt;
|RedLines = The caster needs at least 1 sanguine charge in their Relic to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mosquito Swarm&lt;br /&gt;
|Desc = The caster summons a swarm of mosquitos from their tear and imbues them with the power of blood. The mosquitos become increasingly hungry and agitated, attacking their target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a swarm of mosquitos that attacks its target and cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
The swarm will stay on the field for D3+3 rounds or until they are taken out with an AOE attack.&lt;br /&gt;
&lt;br /&gt;
The swarm does 1 damage per round. The target takes an additional 2 damage every time they're hit 3 times with the spell.&lt;br /&gt;
|Fail = The caster calls forth an angry mob of mosquitos that deal 2 damage before returning in the tear.&lt;br /&gt;
|Succ = The mosquitos stay for the longest time if they are undisturbed.&lt;br /&gt;
|RedLines = Only one swarm can be on the same player.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crimson Lining&lt;br /&gt;
|Desc = The mage pours a charge of blood over their hand, as strings, thinner than a hair, are created between them and their target. The strings bind them to their target, making them unable to move away from one another.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster binds themselves to the target with strings for D3 rounds, meaning the target cannot freely move away from the caster. &lt;br /&gt;
&lt;br /&gt;
If the target does decide to move away from the target, they take 1 damage per meter traveled. &lt;br /&gt;
&lt;br /&gt;
|Fail = The caster gets entangled in the bloody threads around them, stumbling and unable to defend or attack the next round. &lt;br /&gt;
|Succ = The strings are exceptionally made and stay for the maximum amount of rounds. &lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crimson Volley&lt;br /&gt;
|Desc = The mage creates several balls of blood from the blood siphoned from their Relic. They can fire these balls at single or multiple enemies at once. As these shots soak the bodies of the mage's targets, it also damages them intensely.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The mage creates D3 balls of blood that can be shot at a target or multiple targets from a distance. &lt;br /&gt;
&lt;br /&gt;
Each shot deals D2 damage on hit and coats the target in their blood.&lt;br /&gt;
&lt;br /&gt;
|Fail = As the balls begin to form, they collapse on top of the caster, coating them in blood and slowing their movement by 3 meters for 1 round. &lt;br /&gt;
|Succ = The mage creates all 3 balls instead of D3.&lt;br /&gt;
|RedLines = If the caster shoots more than 1 orb at the target, they only roll spell defense once against the caster's casting roll. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bloodless&lt;br /&gt;
|Desc = The caster empties its Sanguine Relic with the last of its charges. Causing a great outburst of blood droplets to venture outwards from the caster in a full circle. The blood drops cause damage and coating.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster empties its Sanguine Relic of its remaining charges. Each charge adds 1 damage to the casting. The charges fly outwards haphazardly in a circle of 10 meters around the caster. Those hit by the spell are coated by the blood as well.&lt;br /&gt;
|Fail = The caster empties the Relic of its charges, but the blood is shot upwards, through the caster, falling in the rain and dealing D2 damage to anyone in a 2-meter radius of the caster. The caster takes D4 damage.&lt;br /&gt;
|Succ = The maximum range of the spell is increased to 15 meters.&lt;br /&gt;
|RedLines = This spell uses all the remaining charges in the Relic.&lt;br /&gt;
&lt;br /&gt;
Both allies and enemies in the area have to roll defense.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vitality Link&lt;br /&gt;
|Desc = The caster sends forth a sharp thin string of solid blood that hinges inside a target. The other end of the string is hinged into another target or the caster themselves. The two entities that are linked share the damage they take.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster shoots a string of condensed blood from their Sanguine Relic costing a charge towards a single target or towards two targets, linking their vitalities for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a single target, then only the target rolls to defend against the spell. If successful, the mage shares the damage they take with this single target.&lt;br /&gt;
&lt;br /&gt;
If there are two targets, then both targets roll a D20 intelligence. They resist the spell if the combined number is 21 or above. If they fail to resist the spell, then they will share the damage among themselves.&lt;br /&gt;
&lt;br /&gt;
If the damage number is not an even number, then the attack's target takes the extra point of damage. (For example, 3 damage is shared 2 to 1, the target taking more damage.)&lt;br /&gt;
|Fail = A Sanguine Relic charge is lost, and the mage is stunned for 1 round.&lt;br /&gt;
|Succ = The spell lasts for the maximum duration.&lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge. Only 1 link can be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Heir of Blood&lt;br /&gt;
|Desc = The caster opens a tear connected to the blood pool within the House of Blood in Lilith. Blood comes out of the tear covering everyone and anything in a large radius of the tear. The caster becomes one with this blood and can move freely to any spot that is covered within the area.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster opens a new tear connected to a blood pool within Lilith. This will cover the field within a 20-meter radius of the tear in all directions for D4+4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can dissolve themselves within this blood and appear anywhere on the battlefield using the bloody terrain. When the caster moves in this way, their sanguine relic gains a charge. The caster can roll intelligence for every defense type inside this bloody terrain.&lt;br /&gt;
|Fail = The caster opens the pool, but the tear quickly loses stability and implodes, causing an acidic blood explosion that deals 5 damage to anyone within a 2-meter reach of the tear. The caster at ground zero of the implosion area is at risk of losing a limb.&lt;br /&gt;
|Succ = The terrain lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = A Loremaster is required to attempt casting this spell. The spell can only be attempted to cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Ichor Friend (Hemomancy)&lt;br /&gt;
|Desc = The mage can freely control small amounts of blood to do their bidding, having them float around in an area or creating small familiar from the blood. The familiars can be used in battle to absorb 1 HP of damage. Then they will turn into a bloody puddle and won't reactivate until the caster can use the ability again.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster can control blood to do small things or make blood familiars. The blood familiar can take up to 1 HP of damage and then disappears until the cooldown refreshes. If the caster already has a familiar, they can spend their next action to create another. If they have 3 familiars, they also gain +1 to Intelligence.&lt;br /&gt;
|RedLines = Once one of the caster's familiars are slain, this ability has a 3-round cooldown. &lt;br /&gt;
&lt;br /&gt;
The caster can have a maximum of 3 blood familiars.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Bloody Nails (House of the Night)&lt;br /&gt;
|Desc= The mage can elongate their nails using the blood from under them, turning their hands into slashing weapons. If the caster assaults a target enough, they may gain some life from the bloodshed. This effect is more potent at night.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage creates long nails from their blood that sprout from their original nails. These nails can be used for unarmed combat and add +1 damage to every successful strike. &lt;br /&gt;
If the ability is used at night, the mage increases their melee range to 5 meters. &lt;br /&gt;
If 3 hits land in a row, then the caster regains 1HP.&lt;br /&gt;
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful D20 int roll to hide the nails in public. If the mage rolls a 7 or above they can retract their nails back into their body. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crimson Eyes (House of the Night)&lt;br /&gt;
|Desc= When one becomes a mage of this house, they obtain the ability to grow a membrane around their eyes, allowing for advanced vision in the darkness and super bright areas. Additionally, the membrane protects the mage from having to deal with things like sand getting stuck in their eyes. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage gets night vision, heat vision and an immunity to blindness caused by sunlight, darkness, or solid objects.&lt;br /&gt;
|RedLines = This ability stays active for up to 1 hour or 5 combat rounds if activated during CRP. Corrosive substances or lunarmancy magic can still cause blindness to hemomancers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Blood Sucker (House of the Night)&lt;br /&gt;
|Desc= The mage gains the ability to regain life forces from consuming blood. They can expend one charge of the Sanguine Relic or bite someone else in their neck to gain life force. They can also bite someone and fill up a charge of the Sanguine Relic instead.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The mage consumes one charge on the Sanguine Relic or some blood in equal amounts from a willing target and regains D2 life points. They can bite an unwilling target if they roll higher than the target. Instead of healing themselves, they can also fill the Sanguine Relic with a charge.&lt;br /&gt;
|RedLines = This ability requires one action turn to be activated. The mage can't use this ability to fill the relic with their blood. The mage can't heal themselves with their blood.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Vampiric Skin (House of the Night)&lt;br /&gt;
|Desc= The mage has gained full control over the composition of their blood, making them able to concentrate the iron within their blood under their skin. Next, they also gain the ability not to bleed when slashed, and their open wounds close after 2 rounds of combat with any weapon not made of silver. If it were silver, the bleeding would continue.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The vampire gains 2 health points.&lt;br /&gt;
|RedLines = If the weapon the mage was hit with was made out of silver, the mage would be unable to heal this damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Vampiric Hover (House of the Night)&lt;br /&gt;
|Desc= While falling from great heights, the mage can stop right before hitting the floor, taking near to no fall damage in the process.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage is immune to fall damage.&lt;br /&gt;
|RedLines = The ability can only be activated if the mage is conscious.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Claws (House of the Beast)&lt;br /&gt;
|Desc= The mage uses their corrupted blood to turn their hands into ferocious claws that are hard as steel. Capable of clashing with swords and causing nasty cuts on a target.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster turns their hands into claws, dealing an extra +1 damage on every successful unarmed hit. The claws are dense as steel and can cause nasty slashes. If the caster successfully hits a target 3 times in a row with the claws, the target starts bleeding and will lose 1 additional HP.&lt;br /&gt;
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful spell effectiveness roll to hide the claws in public. &lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Preying Scents (House of the Beast)&lt;br /&gt;
|Desc = The nose of the mage turns into a fine-tuned prey-finding machine. The caster can easily track their target within a decent range. The ability only works if there are not too many scents interfering.&lt;br /&gt;
|Range = 50 meters&lt;br /&gt;
|Effect = The mage is aware of any prey within 50 meters of them.&lt;br /&gt;
|RedLines = This ability doesn't work in crowded areas such as towns and cities. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Protective Coat (House of the Beast)&lt;br /&gt;
|Desc= The caster is in tune with their animalistic features of themselves. Depending on their choice, they can instantly grow a layer of fur or scales. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster grows a skin or pelt of the creature of their desire.&lt;br /&gt;
They may choose from a scaled coat which will give them +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
They may choose from a fur coat that will give them +2 HP over their max amount. &lt;br /&gt;
&lt;br /&gt;
They may choose from a spiked coat that will give them a +2 to melee rolls. &lt;br /&gt;
&lt;br /&gt;
Once a coat has been activated, it stays for 5 rounds, unable to use the ability again for 2 OOC hours.&lt;br /&gt;
|RedLines = The caster cannot swap between skins. &lt;br /&gt;
If the caster has a scaled coat, they take +1 damage from melee attacks.&lt;br /&gt;
If the caster has a fur coat, they take +1 damage from fire attacks.&lt;br /&gt;
If the caster has a spiked coat, they take +1 damage from ranged mundane attacks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fight or Flight (House of the Beast)&lt;br /&gt;
|Desc = The caster turns their hands and feet into those of an animal of their choosing. Increasing their movement speed. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster turns their hands and feet into that of an animal. The caster is now able to move 6+D8 agility blocks. Canceling the transformation takes an action phase. &lt;br /&gt;
|RedLines = The caster can only attack unarmed in this form. It can be combined with the Claws ability. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Apex Instinct (House of the Beast)&lt;br /&gt;
|Desc = The caster is fully in tune with their beast instincts, allowing them to sense danger instantly and get ready for action. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = This ability is always active; users have two action phases in their first round when they enter CRP. They are always able to move first in CRP.&lt;br /&gt;
|RedLines = If there are others with the move first ability, the people with the ability roll initiative first. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Blood Flame (House of Blood)&lt;br /&gt;
|Desc = The caster controls their blood so that their blood becomes combustible. If the mage was hurt in the melee range of an enemy, the blood would have spread to them. The caster can decide when to combust their blood on will. &lt;br /&gt;
|Range = This Mage's blood stains&lt;br /&gt;
|Effect = The caster's blood is dangerous and combustible using a special blood composition. Anyone who lands a melee-attack on the mage will be coated in their blood. Upon activation, anyone stained by the caster's blood will receive the burning effect.&lt;br /&gt;
&lt;br /&gt;
Once the ability has been activated, there is a 5-round cooldown until it can be activated again. &lt;br /&gt;
|RedLines = This effect can not be used to burn blocks. &lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=4084</id>
		<title>Necromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Necromancy&amp;diff=4084"/>
		<updated>2023-06-27T13:32:24Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Learning and Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Necromancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Soul Gem&lt;br /&gt;
| Paths = Soul-Destined '''·''' Death-Destined&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Though many have heard the tales of Necromancy through fables, their parents read them, or the vast majority state that Necromancy is 'evil'. There has been not one soul that has been able to speak the truths of these tales. As old as time, throughout history, there has been a trail of a necromancer present. From graves being empty to bodies found reaped of life across Eden. These beings practice ancient magic to raise and summon the dead, to be able to kill with a flick of their finger. A power that rivals the Gods, and such, they are hunted by the people of Eden. Attacked, imprisoned, and executed; that would be the common occurrence if someone were to see a necromancer, and for a good reason. They are not people of compassion and are not ones to be underestimated. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Not much is known about the ancient voidal magic, although many believe it to have come around during the Age of fallen spires. An Ancient Necromancer is said to have sold his soul to a demon that gained him the power to manipulate death. Evidence can be found around Eden, which leaves traces of unholy mages, such as the ancient Khadun ruins. Graves are said to be robbed, and animals are believed to go missing when these mages are in the area. Throughout the ages, many would hunt for knowledge of the ancient voidal magic, yet there is not much to find. Either destroyed or hidden away for those to never find. But, through time, many theories of how Necromancy came to arise, and one stood out from the rest. The story stuck as it spoke of an Ancient Mage that traversed the realm, seeking eternal life to be lifted from the bounds of mortality. And while traversing, he wandered into a strange cave where a demon spoke to him. Offering him what he desired most; the power to raise the dead. And in return, his soul. Of course, the Ancient Mage thought about it before ultimately agreeing; to sell his soul to the demon. Through that Ancient Mage, generations of necromancers came, further selling their possessions to the demon, their soul, their eyesight, and in some cases, their firstborn child. But, no one truly knows the origins of Necromancy, as there is no official documentation on it.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
There is no way to learn Necromancy without a teacher. All present-day Necromancers had mentors that guided them through the process. If someone is lucky enough to find a mentor, they still have the grueling lessons. The first few days, the mentor will teach the apprentice the spells of necromancy, how to control voidal magic and how to manipulate souls. Once the mentor feels the apprentice is ready, the mentor shall guide the apprentice through a ritual to summon a Demon of Lillith. If the apprentice is deemed worthy by the Demon, through either selling their soul or selling another possession of theirs, the Demon will grant a small fraction of their power to the apprentice in the form of a gem known as a 'Voidal Fragment'. &lt;br /&gt;
&lt;br /&gt;
Once the ritual is complete, the apprentice must 'nurture' the Voidal Fragment, learning to control it properly and use it as a catalyst. The higher the level, the harder it becomes to control the Voidal Frag ment. &lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to choose their necromancy destiny, they once more require to nurture their voidal fragment through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 3 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 4 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 6 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 8 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study. Show proof of self-study in lore ticket 10 times.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between certain levels as seen above with &amp;quot;event&amp;quot;. For more information about self-study, check the [https://forums.fablesfantasyrp.com/index.php?threads/magic-rules.2100/ magic rules] page.&lt;br /&gt;
&lt;br /&gt;
== Progression - Necromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Wizard&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges. The spellcaster unlocks the Souls Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Master Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Arch Warlock&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Soul-Destined ===&lt;br /&gt;
When a Soul-Destined Necromancer chooses to walk upon this path, they will stay in touch with their human side and focus mainly on perfecting the arts of resurrection and building their army of undead creatures. Soul-Destined Necromancers are weaker in combat but make up for it with their sheer number of helpers. These Necromancers usually work alone though some covens can be found with Soul-Destined Necromancers at the head of the organization.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Raiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Awakener&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Materialiser&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Fragmentation ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Summoner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Enchanter&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Death-Destined ===&lt;br /&gt;
When a Death-Destined Necromancer chooses to walk upon this path, they will slowly lose the last remaining bit of their humanity, casting away what little remained of their original selves. The Necromancers that choose the Death-Destined path choose to enhance themselves with powerful voidal magics that can increase their lifespan, make them powerful foes in battle and incredibly difficult to kill. These casters will be seen scheming around with lesser Necromancers and start powerful covens with the Lich at their head. The more powerful the Necromancer grows, the closer they grow to casting away their body and becoming a Lich themselves. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Executioner&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Assassin&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 8 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Reaper&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 soul charges. The spellcaster unlocks the Necromantic Resistance ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Lesser-Lich&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl5 - Lich&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 10 soul charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage will carry their Voidal Fragment with them to cast spells. Some spells require using soul charges that are kept within the Voidal Fragment. To increase the charges of your Voidal Fragment, request an LM or GM. &lt;br /&gt;
&lt;br /&gt;
Necromancers grow increasingly out of touch with their personality as they increase their level. Those who choose to follow the Death-Destined path will eventually lose all of their humanity. Souls are stored and necessary for the casting of certain spells.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Consumption&lt;br /&gt;
|Desc = The caster channels their fragment and stores the soul of a recently deceased being inside, or siphons a soul from another source.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster holds out their Voidal Fragment and begins to suck up the soul of a recently deceased being within range.&lt;br /&gt;
&lt;br /&gt;
This spell can also target another soul gem, or similar means of storing souls. The target in question can resist via a spell defense roll.&lt;br /&gt;
|Fail = The caster wastes their energy and fails to capture the soul successfully.&lt;br /&gt;
|Succ = The consumption is extra powerful, attracting another lingering soul in the area and filling up 2 slots.&lt;br /&gt;
|RedLines = The spell can only be witnessed by voidal or elemental mages of level 6 and beyond. To add charges to the fragment, contact an LM or GM.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blight&lt;br /&gt;
|Desc = After the caster sacrifices a soul to their tear, a circle of corruption surrounds the spellcaster; any form of plant life dies in this circle. The area around the caster becomes filled with voidal energy. Anyone or anything that enters this aura feels their life force being drained from them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Any entity inside the spell's range will suffer a life drain of D3 on the caster's turns (including the casting turn) for 1 round. The necromancer may target 1 player to be trapped if they are within the spell's range when cast. They will need to roll a D20 on their turn to escape if they are trapped. If they succeed in rolling a 11+, they may escape.&lt;br /&gt;
|Fail = The Necromancer will end up harming themselves by experiencing an energy drain, causing their next casting roll to be modified with -1.&lt;br /&gt;
|Succ = The spell's damage becomes 2d2.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancers can cleanse the blighted area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone of Battle&lt;br /&gt;
|Desc = A bone comes forth from the tear that floats around the caster, protecting them and attacking their enemies.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The bone can be used for two actions independent of the caster's action that round. After these actions, the bone disappears.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to protect the caster from an attack. This has to be done before the defense roll of the caster. The caster cannot use the bone if they lose the defense roll before attempting to use it.&lt;br /&gt;
&lt;br /&gt;
The bone can be used to attack anyone within melee range. The bone becomes a sharp sword and does 2 damage. This hit is unblockable.&lt;br /&gt;
|Fail = The bone crumbles as it comes into contact with Eden's atmosphere.&lt;br /&gt;
|Succ = The bone is of exceptional quality, allowing it to last for 3 actions instead of 2.&lt;br /&gt;
|RedLines = Only one bone can be active by the caster at all times. The bone cannot use the same action more than 2 times in a row. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lesser Reanimation&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and reanimates a small deceased animal. Be it a baby of any kind or a dog.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can reanimate a small, dead animal with an intact body. It will act akin to a guard dog, staying close to the caster to the point of being considered on the same space. The caster can choose to use any number of these creatures to perform melee attacks against enemies via a neutral d20 roll, each dealing 2 damage. Upon use the undead will die indefinitely.&lt;br /&gt;
|Fail = The small body of the deceased animal crumbles instead, causing it to die indefinitely.&lt;br /&gt;
|Succ = The animal heals possible injuries it sustained during its life.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
A maximum of 3 animals can be active at one time. To get an animal head, contact an LM or GM.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Skeletal Grasp&lt;br /&gt;
|Desc = The caster shines their Fragment onto the feet of a target as small, sturdy skeletal hands sprout from the ground, binding anyone within 2 meters of the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster casts a spell on a target enemy. Skeletal hands start sprouting from the ground in a 3x3 radius. Anyone within this radius takes 1 damage and cannot perform movement for D2+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Using an action, the targeted player can attempt to destroy the hands by rolling a D20 strength against the spell's casting roll. A roll of 20+ always breaks free.&lt;br /&gt;
|Fail = The spell is a rebound, and a small pair of skeletal hands causes the caster to stumble. The caster is unable to act until the next round.&lt;br /&gt;
|Succ = The claws are sharper, dealing D2 damage to targets in the area.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Death&lt;br /&gt;
|Desc = A mixture of undead parts are summoned from the tear and flow together into the shape of a wall that has moving arms all over it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster summons a wall of undead arms that stretches in a 1-block thick, 5-block long, and 3-block high line that stays for D3+1 rounds.&lt;br /&gt;
&lt;br /&gt;
Anyone who gets within touching range of this wall is grabbed and unable to move until the spell ends, or they get pulled out by another player. This will take an action turn of the helping player.&lt;br /&gt;
&lt;br /&gt;
Players within touching range when the wall is cast can roll a D20 agility to dodge the wall. The roll has to be greater than the mage's casting roll.&lt;br /&gt;
|Fail = Hands fly out of the tear but hit the caster in the back of the head. The caster loses focus, and the creation of the wall is stopped. The caster takes 1 damage.&lt;br /&gt;
|Succ = The wall stays for D4+2 rounds.&lt;br /&gt;
|RedLines = Only one wall may be active at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rotting Injection&lt;br /&gt;
|Desc = The caster concentrates their powers into their palm and shoots a bolt of death towards their target. Once hit, the target is plagued by a rotting curse that rots away at their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster shoots a rotting bolt of death that deals D3 damage. If this spell afflicts a person, they will take 1 damage every round for 3 rounds and experience an uneasiness and itching pain unlike any other.&lt;br /&gt;
|Fail = The rotting bolt explodes while charging in the hand of the caster, causing the hand to get affected, dealing 2 damage to the caster, and making them unable to use their hand for their next round.&lt;br /&gt;
|Succ = The bolt is exceedingly potent and deals D3+1 damage instead.&lt;br /&gt;
|RedLines = –&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Weapon&lt;br /&gt;
|Desc = The caster takes one soul from their Voidal Fragment and uses it to craft a weapon of their choosing. Those hit by the spectral weapon feel empty inside, and a little bit of their soul is chipped with every move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster may create any weapon following an existing profile. The weapon can be wielded until dispelled and as long as the caster is within range of their tear.&lt;br /&gt;
&lt;br /&gt;
This weapon will act as any of those weapons would, but those hit by an attack will get a -2 in their attacking and defending rolls for 1 round. If the target is harmed in this way again, the affliction becomes a -3 and the duration is refreshed if it was about to end. Any further consecutive hits will only repeat the refresh.&lt;br /&gt;
&lt;br /&gt;
|Fail = The soul use is lost, and the caster summons a fragmenting blade that deals D3 damage to a target within melee range before disappearing after the cast.&lt;br /&gt;
|Succ = The weapon always inflicts the -3 affliction.&lt;br /&gt;
|RedLines = Someone may not dual wield a soul weapon and a real weapon.&lt;br /&gt;
&lt;br /&gt;
You may dual-wield a soul shield with a real weapon or a soul weapon with a real shield if that is allowed within the weapon profile.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reanimate Dead&lt;br /&gt;
|Desc = The caster sacrifices a soul to their tear and gains the power to reanimate the dead as their servants. If an intact body is found, it can be re-animated to look as if they were once more alive.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster touches a corpse to re-animate the dead. This undead creature will follow the caster's commands but can only follow one command simultaneously.&lt;br /&gt;
&lt;br /&gt;
The caster can raise multiple undead either through multiple casts or spending more souls in the same cast to raise corpses in physical contact with the target corpse. This serves to put multiple servants in formation as a horde: A slow, frail, yet equally horrifying force. A horde will attack a number of times equal to its current health, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
Str 0&lt;br /&gt;
Def - None&lt;br /&gt;
Agi - None&lt;br /&gt;
Int - None&lt;br /&gt;
&lt;br /&gt;
HP: 1 per undead in the horde&lt;br /&gt;
&lt;br /&gt;
Movement: 4 meters&lt;br /&gt;
|Fail = A vengeful spirit enters the undead and attacks the caster. After 2 rounds, the body dies indefinitely.&lt;br /&gt;
|Succ = The body looks slightly more lifelike and less like an undead.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast, or multiple souls if raising multiple corpses at once.&lt;br /&gt;
&lt;br /&gt;
The re-animated corpse must stay near the caster or be influenced by the caster to stop decaying.&lt;br /&gt;
&lt;br /&gt;
Each horde can only have a max of 8 undead.&lt;br /&gt;
&lt;br /&gt;
This can potentially revive permanently killed characters, if the caster is able to find and use the corpse / head of the desired character. To retrieve a head, a Lore Master must be present.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Coil&lt;br /&gt;
|Desc = The caster conjures a coiled sphere of ravenous rot, ricocheting off targets in a soul-starved frenzy. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The coiling sphere is fired, dealing D3 damage and blinding the first target for 1 round. It then ricochets up to 5 meters to the closest second target, and then once again to the third, until the spell does no damage anymore. Each ricochet reduces its maximum damage by D1. &lt;br /&gt;
|Fail = The caster conjures the ball of rot but it explodes in their face, causing D2 damage and blindness for their next turn. &lt;br /&gt;
|Succ = The first target takes D4 damage instead of D3 with the same damage drop-off of D1 damage per ricochet, increasing the maximum targets to 4.&lt;br /&gt;
|RedLines = The spell can only ricochet if there is a direct line of sight between targets, it does not go through walls or floors. A target can only be hit once by the ricochet per spell cast. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Breath of Life&lt;br /&gt;
|Desc = The caster sends a soul into their tear and calls forth a resentful spirit, taking the form of a spectral gargoyle. The gargoyle is less powerful than its normal variant unless it can possess a nearby statue.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster calls forth a resentful spirit upon Eden. This spirit takes the form of a gargoyle that haunts the statues of Eden. The gargoyle is a weakened variant as it does not possess its statue form, though if there is a statue close by, it will possess this and use it as its body for 5 rounds.&lt;br /&gt;
&lt;br /&gt;
The gargoyle will fight with its caster and move the turn after its caster. The caster will roll for the Gargoyle with a normal D20 and add the following bonuses:&lt;br /&gt;
&lt;br /&gt;
Strength +1&lt;br /&gt;
Defense +2&lt;br /&gt;
Agility -2&lt;br /&gt;
Intelligence +1&lt;br /&gt;
HP 7&lt;br /&gt;
&lt;br /&gt;
The gargoyle does unarmed attacks that deal 1 damage per successful attack.&lt;br /&gt;
&lt;br /&gt;
If the gargoyle possesses a nearby statue, its HP raises to 15.&lt;br /&gt;
|Fail = The gargoyle breaks free of the caster's control, turning against them and attacking the closest enemy. This will be the caster at first.&lt;br /&gt;
|Succ = A fully formed gargoyle will come through the void instead, already possessing a stone body.&lt;br /&gt;
|RedLines = This spell requires 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
Only one gargoyle spirit can be summoned at one time. The gargoyle will be unsummoned the moment the tear closes at all times.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reaped Grounds&lt;br /&gt;
|Desc = The caster sacrifices a soul to its tear and channels an abundance of energy within the ground, causing all the plant life to die in a very wide radius around the caster. The area becomes a voidal presence and starts corrupting everything within, sucking out all of the energy from within them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = In a 20-meter radius of the caster, the ground becomes a reaped paradise for voidal beings and a nightmarish place for those not of voidal origin. This area lasts for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
Voidal and undead creatures gain 3 HP while they're in this field and gain immunity to purification. If one of the caster's Necromancy summons dies while within this area, they can recollect the soul used for the summon. Otherwise, Necromancy summons that are slain while within this field will be reanimated at the end of the round, even if the spell description says they're indefinitely dead.&lt;br /&gt;
&lt;br /&gt;
Non-voidal creatures lose D2 HP at the start of their turns while in this area and are slowed by -3 meters. Mounts will instantly drop their riders if they're caught within this area.&lt;br /&gt;
|Fail = The caster sacrifices the soul to the tear, and energy fills their arm. The energy fills so fast that the caster cannot endure it, and the arm takes significant damage. The caster takes D2+2 damage and may lose their arm.&lt;br /&gt;
|Succ = The reaped grounds stay for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell requires 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
Lunarmancy spells will only be effective if their level is equal to or higher than the caster's. Hallowed Grounds cannot cancel this spell but shrink it to a 10-meter radius from a 20-meter radius.&lt;br /&gt;
&lt;br /&gt;
A Loremaster must be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Soul Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Arise&lt;br /&gt;
|Desc = The caster summons a singular undead enemy from the ground that fights for its master and obeys any commands the caster gives them.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 2 meter&lt;br /&gt;
|Damage = The caster summons an undead creature, be it a skeleton or zombie, to help them in battle. It can have any mundane weapon profiles the caster chooses, including a shield.&lt;br /&gt;
&lt;br /&gt;
This creature will act after the caster's next turn with the following stats:&lt;br /&gt;
&lt;br /&gt;
Str +1&lt;br /&gt;
Def -2&lt;br /&gt;
Agi +0&lt;br /&gt;
Int - unusable.&lt;br /&gt;
&lt;br /&gt;
HP: 3&lt;br /&gt;
|Fail = The caster loses control over the creature, and it starts attacking the caster.&lt;br /&gt;
|Succ = The creature is slightly sturdier and has 5HP.&lt;br /&gt;
|RedLines = The caster has a maximum of 3 soldiers that may be active at the same which were summoned with this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Chain&lt;br /&gt;
|Desc = The casting creates a chain of energy that is locked to its target, making the target unable to move further away from the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates a chain that translucently sticks to the target's insides. The target can no longer move away from the caster as long as the chain is active. The caster deals an extra +1 damage to this target.&lt;br /&gt;
&lt;br /&gt;
The chain stays for D2+1 rounds and can be broken by any magic attack with a casting value of 15 or above.&lt;br /&gt;
|Fail = The chain fails to manifest at all.&lt;br /&gt;
|Succ = The chain stays for the maximum of 3 rounds and cannot be broken.&lt;br /&gt;
|RedLines = Only one target may be chained at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spectral Steed&lt;br /&gt;
|Desc = The caster uses a soul to call forth a spectral steed that they can ride to gain more movement speed. If a dead horse is nearby, the spiritual steed may possess this body instead.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster sacrifices a soul to their tear and calls forth a spectral steed. The steed is in spiritual form and will last for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If there is a dead horse within 4 meters of the caster, they can send the summoned specter to possess the dead body of the horse. This horse won’t decay if it is near the caster, negating the duration.&lt;br /&gt;
|Fail = The spectral steed starts to form, but as the caster goes to sit on the steed, it returns to the tear causing the caster to fall and take D3 damage.&lt;br /&gt;
|Succ = The spectral version of the horse stays for the maximum amount of rounds. The reanimated version of the horse heals the wounds that are visible on it and looks more lifelike.&lt;br /&gt;
|RedLines = This spell costs 1 soul to cast.&lt;br /&gt;
&lt;br /&gt;
The steed can be targeted as any normal mount could.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Banshee's Calling&lt;br /&gt;
|Desc = The caster summons forth a spectral banshee from their tear. This banshee is translucent and lets out terrifying sounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster summons a spectral banshee from their tear that stays for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
The banshee floats near the caster and is considered to be on the same space. It acts on its own and attacks the closest target the caster considers an enemy.&lt;br /&gt;
&lt;br /&gt;
The banshee has 2 attacks; the caster rolls a D10, and one of the attacks is chosen.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 1-8, the banshee uses its claws to perform a melee attack via a neutral D20 roll, dealing D3 damage; if no one is in melee range, then the banshee doesn't attack.&lt;br /&gt;
&lt;br /&gt;
If the roll is a 9-10, the banshee starts screaming. Anyone within 30 blocks must roll a D20 intelligence and an 11 or above to save their ears. Those who fail the roll will take D3 damage.&lt;br /&gt;
&lt;br /&gt;
The Banshee has 6 HP&lt;br /&gt;
|Fail = The caster attempts to call for the banshee spirit but instead only calls forth its scream, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The banshee stays for the maximum amount of time.&lt;br /&gt;
|RedLines = Only 1 banshee can be spawned per necromancer at one time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Expulsion&lt;br /&gt;
|Desc = The caster charges their power into their hand, grabs their target, and pulls them towards them. Curiously, only the target's soul is dragged along, slumping the body into a deep sleep.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster takes out a target's soul for 3 rounds, leaving them unable to do anything.&lt;br /&gt;
&lt;br /&gt;
This soul can be used to cast a spell, returning the target's soul to their body and taking 2 damage in the process.&lt;br /&gt;
|Fail = The soul expulsion fails, and the caster cannot act or defend in the next round.&lt;br /&gt;
|Succ = The target's soul is recycled and used twice before returning to the body; this deals 2D2 damage.&lt;br /&gt;
|RedLines = If the soul is not used within 3 rounds, it returns to its original body taking only 1 damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = The Rotting Dance&lt;br /&gt;
|Desc = The caster summons forth an array of undead that rise from the ground in a manner alike to that of a dance. This undead will defend their master and attack anyone within melee range of the caster. Also offering up their bodies to shield their master.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster calls forth D5+5 rotted dancers that encircle them. The caster gains an HP shield based on the rolled total. While the rotted dancers remain (aka while the HP shield exists) any targets within 4 meters of the caster are slowed by 4 meters, and will be attacked by the rotting dance at the end of the caster's turn. The number of attacks is equal to the current HP shield of the spell, each dealing 1 damage.&lt;br /&gt;
&lt;br /&gt;
The caster can sacrifice any amount of HP worth of shielding to send forth one of the rotted dancers as a spell attack via an Intelligence roll. This will deal D2 damage for every 1 HP worth of shielding sacrificed.&lt;br /&gt;
|Fail = Half of the creatures are summoned instead.&lt;br /&gt;
|Succ = The spell summons the max amount.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voidal Presence&lt;br /&gt;
|Desc = The caster charges their Voidal Relic and spreads the power of soul in 10 meters around them, creating a voidal blanket that envelops everything within the area. All the undead and voidal entities in the area will get empowered with the power of the soul.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The casters sacrifices 2 souls and boosts the offensive and defensive stats of their summons, themselves, and other voidal mages or beings for D5+3 rounds.  &lt;br /&gt;
&lt;br /&gt;
All the undead get a +2 on their existing stats. They get a +3 boost in HP and are cured of negative effects.&lt;br /&gt;
&lt;br /&gt;
All the voidal entities will get a +3 in HP while being cured of negative effects. This includes voidal mages. The caster can also sacrifice their undead summons as an action, in order to fire a 3x3x3 corpse bomb spell attack via an intelligence roll. If this corpse bomb hits a target, it deals damage equal to the health the undead summon had. A horde from reanimate dead can be sacrificed all at once.&lt;br /&gt;
|Fail = The souls used for the sacrifice were resentful towards the undead and caused the presence to have an adverse effect, dealing D3 damage to all undead creatures in the area and D4 to all voidal beings in the area.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of time.&lt;br /&gt;
|RedLines = This spell costs 2 souls to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aspect of the Undead&lt;br /&gt;
|Desc = Harnessing all of the Necromancer's total energy and linking with Lilith, they call upon the greatest undead within their power. The Undying Behemoth.A creature made from the bones of the dead and resurrected.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The Behemoth is considered a construct and is destructive. It is a gargantuan amalgamation of bones and rotting flesh that is held together by the power of souls. It stays for D4+4 rounds or until the caster unbinds it. It will stay behind the caster, moving with it in his shadow.&lt;br /&gt;
&lt;br /&gt;
The Behemoth looks like a dragon's top half, made of bones and rotting flesh. The Behemoth has 25 HP and a few actions they can make.&lt;br /&gt;
&lt;br /&gt;
Slash: The Behemoth slashes one of its arms across the field in front of the caster. Anyone in a 5-meter radius in front of the caster will be attacked and need to roll a D20 defense. If they do not roll 13 or higher otherwise, they take 4 damage.&lt;br /&gt;
&lt;br /&gt;
Bite: The Behemoth looms over the caster and bites whoever is within 2 meters in front of the caster. The target will need to roll a D20 defense and a 15 or higher otherwise, they take 3D2 damage and get knocked back 6 meters.&lt;br /&gt;
&lt;br /&gt;
Rot Breath: The Behemoth reels back its head, breathing in deeply. The caster can sacrifice any number of souls or necromancy summons they have to the behemoth. The behemoth then breaths out rotted ichor in a 20 meter radius in front of the caster, dealing 4D2 and +1 additional damage for every soul or necromancy summon sacrificed. This attack can be used once per cast.&lt;br /&gt;
|Fail = The Behemoth peaks its head out of the tear and bites the caster, after which it returns to the tear. The caster takes 2D3 damage and is knocked out.&lt;br /&gt;
|Succ = The behemoth stays for the maximum amount of time, and has no limit to the uses of its Rot Breath.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
A Loremaster is needed to cast this spell.&lt;br /&gt;
&lt;br /&gt;
This spell may only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Death Destined&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bone-Chilling&lt;br /&gt;
|Desc = The caster focuses their energy on their eyes and looks a target in the eye. The target begins to shiver and feel cold for reasons they cannot fathom. The caster seems to grow and tower over the target in their vision, paralyzing them with fear.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster looks the target in the eye and causes them, great terror by creating an illusion in the target's mind. The target is stunned for D2+1 rounds.&lt;br /&gt;
|Fail = The caster surges too much power to their eyes, causing a minor headache and losing their turn.&lt;br /&gt;
|Succ = The target suffers a heart-attack (D2 damage).&lt;br /&gt;
|RedLines = A paralyzed target cannot be forced to lose limbs or end combat prematurely.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Barrier&lt;br /&gt;
|Desc = The caster holds up their voidal fragment as multiple souls pour out, circling and swarming around the caster. These souls will act as a shield for some time. &lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster creates a 3x3 circle of souls around them which blocks attacks for D2+1 rounds. The barrier negates D2 damage from all sources, up to a maximum of 10 damage. &lt;br /&gt;
|Fail = The caster fails to control the souls as they become vengeful and attack the caster, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The souls are obediently serving the caster and last for D2+2 rounds instead. &lt;br /&gt;
|RedLines = The spell costs 2 souls to cast. This spell cannot block all damage from attacks. The damage of the attacker cannot go below 1, so if an attack did only 1 damage the barrier will not activate. &lt;br /&gt;
Lunarmancy spells deplete the barrier's HP twice as fast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Displeasant Dissonance&lt;br /&gt;
|Desc = The caster holds their relic as it spurts out a purple, noxious gas within a small radius around the caster. Anyone, except the caster, in the gas will only be able to see a small distance. The smoke makes people feel uneasy. Some may even feel sick.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
This spell causes a smokecloud to erupt from the caster's crystal, ranging 5 meters from the caster in all directions for D3+2 turns. Anyone within the gas becomes nauseous after 2 rounds of combat except the caster. When this happens, the targets will feel sick and get a -2 on any saving rolls, only recovering after leaving the smoke for 2 rounds. Any spell the caster casts in this noxious gas will also increase effectiveness to those inside, adding 1 damage to their final damage numbers. Targets inside the gas will not be able to see outside of it. &lt;br /&gt;
|Fail = The spell fails, causing the caster themself to feel nauseous.&lt;br /&gt;
|Succ = The smoke, while inhaled, will deal 1 damage every 2 rounds.&lt;br /&gt;
|RedLines = This spell uses one soul to cast. This spell can be dispelled by Aeromancy spells.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Soul Defilement&lt;br /&gt;
|Desc = The caster blows forth a concentrated mass of voidal energy that enters the very pores of those hit by the bolt. The energy will seep deep into a target, crippling their mind and soul, weakening them significantly. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = &lt;br /&gt;
The caster casts a bolt of concentrated energy towards an enemy, the bolt explodes into a 2x2 area of voidal mist that enters the pores of those inside the area. Those affected by the mist will get a -2 on strength rolls as they cannot muster much strength, as well as a movement reduction of 4 meters for their next 2 rounds of combat. &lt;br /&gt;
|Fail = As the caster attempts to use his magic to weaken the enemy it backfires, and instead weakens himself giving him -3 on defense rolls for 2 rounds. &lt;br /&gt;
|Succ = The bolt is extremely potent, causing the duration to be increased to 3 rounds. &lt;br /&gt;
|RedLines = The effect of the spell does not stack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Exo Skeleton&lt;br /&gt;
|Desc = The caster creates a protective layer of bones around their body, following their normal bone structure. This exoskeleton helps the caster in defending and packing a punch.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster has a strong exoskeleton surrounding their back, shoulders, arms, and chest. Granting them a +2 in strength rolls and a +3 in defense rolls. The exoskeleton has D5+3 HP and must be broken before any mundane attacks can hit the caster. The exoskeleton's health does not block magic attacks.&lt;br /&gt;
|Fail = The exoskeleton pierces the caster as it grows around him, dealing 2 damage and not manifesting properly.&lt;br /&gt;
|Succ = The Exo skeleton has the maximum amount of HP.&lt;br /&gt;
|RedLines = One cannot cast Exo skeleton while one already has the armor.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Rigor Mortis&lt;br /&gt;
|Desc = The caster shoots out a warbling green paralyzing projectile that bursts and stuns in an area. During this time, the targets are completely paralyzed and can't move, speak, or interact, but can still take damage as normal.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 blocks&lt;br /&gt;
|Damage = The bursting projectile affects a 4x4 area. The targets are then immediately paralyzed for D2 rounds.&lt;br /&gt;
|Fail = The projectile explodes within the caster's grasp, paralyzing them for 1 round.&lt;br /&gt;
|Succ = The stun lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = This projectile is completely physical and can't pass through walls or damage blocks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Scythe&lt;br /&gt;
|Desc = The caster grabs their gem and creates a massive scythe that can slash ranged attacks toward enemies. Once the slash has been dealt with, the targets will feel like their body has been cut into pieces.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 15&lt;br /&gt;
|Damage = The caster creates a glowing purple scythe, that lasts for D3+3 rounds. Upon casting the spell, and when used as an action during the duration, the scythe will release a death slash within the spell's range using it's success roll value. The scythe's slash reaps a 5x10 area. This slash deals D3 damage for each enemy targeted in the slash.&lt;br /&gt;
&lt;br /&gt;
For example: If 3 enemies get hit, then the damage to all three is 3D3. This damage can go no higher than 3D3.&lt;br /&gt;
|Fail = Instead, the caster slashes their own body and will take 3 damage.&lt;br /&gt;
|Succ = The slash sent out by the caster reverberates, thus targets must roll two saving throws.&lt;br /&gt;
&lt;br /&gt;
Targets failing both rolls receive full damage.&lt;br /&gt;
Targets failing 1 roll take half damage rounded up.&lt;br /&gt;
Targets succeeding on both rolls take no damage.&lt;br /&gt;
|RedLines = This spell costs one soul to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Petrifying Soul&lt;br /&gt;
|Desc = The caster shines the purple gem onto a target and makes them transform. The target will turn to stone for a short period. The target will, after the transformation, fall apart onto the ground. After a little while, all pieces reassemble automatically, and the person will reappear, instantly feeling everything their body had just experienced.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 blocks&lt;br /&gt;
|Damage = The caster lets a target fall apart for 3 rounds, in which the target cannot take any damage but can also not do anything. After the 3 rounds, the target reappears and takes D6 damage. During this time, the target can be moved.&lt;br /&gt;
|Fail = Instead of making the target petrify, the mage petrifies their arm holding the gem for 3 rounds. This makes them unable to use that arm for the entire time.&lt;br /&gt;
|Succ = After the spell ends, the target will feel extra pain, gaining an extra 2 damage.&lt;br /&gt;
|RedLines = This spell costs two souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell cannot be used on 1 target more than 1 time a day.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death's Embrace&lt;br /&gt;
|Desc = The mage grabs a target by the face and starts draining their soul from their facial orifices. The amount of soul taken from the target causes slight nourishment of the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The mage grabs the target by the face and starts draining their soul. The target cannot move or roll saving throws during this time. Once the draining starts, the caster gets a +4 to saving rolls but cannot use other spells, actions, or abilities. They can only defend.&lt;br /&gt;
&lt;br /&gt;
The draining does not end until the target or their ally manages to make a successful blow against the caster. Or the caster stops the draining.&lt;br /&gt;
&lt;br /&gt;
Each round that the caster is holding the face of the target deals 2 damage to the target. The caster heals via the damage inflicted at the end of its spell.&lt;br /&gt;
|Fail = The target's soul is too strong for the caster to influence, firing back at the caster and dealing D2+2 damage to the caster.&lt;br /&gt;
|Succ = The caster gets a +6 in their defense as long as the spell is active.&lt;br /&gt;
|RedLines = The caster can only roll saving rolls while they're draining.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Death Manifestation&lt;br /&gt;
|Desc = The caster ascends to become Elder Lich and grants Death to those who stand in their way. The Elder Lich is fully in tune with the voidal energy that envelops them.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster becomes an Elder Lich for D5+5 rounds. Wherever the caster walks, the effects of the Blight spell follow.&lt;br /&gt;
&lt;br /&gt;
Soul consumption for spells is stopped, and those spells can be cast without using souls while the spell is active. However, the mage can choose to consume a soul upon a successful cast of any spell in order to do one of the following:&lt;br /&gt;
&lt;br /&gt;
Increase the damage done to all targets by 2,&lt;br /&gt;
&lt;br /&gt;
Add 2 rounds to the duration of a resulting effect,&lt;br /&gt;
&lt;br /&gt;
Double the strength of a non-damaging effect,&lt;br /&gt;
(ex: 4 knockback becomes 8 knockback)&lt;br /&gt;
&lt;br /&gt;
The caster cannot die while this spell is active, always activating their Necromantic Resistance ability if they dip bellow 1 HP.&lt;br /&gt;
|Fail = The caster attempts to ascend to elder lichhood but is punished by the realms. The caster feels his body imploding from the inside and takes 5 damage. The caster is knocked unconscious.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time, and the caster can choose a boost for their spells without having to spend a soul.&lt;br /&gt;
|RedLines = This spell costs 3 souls to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be cast once every OOC week.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Souls Blessing (Necromancy)&lt;br /&gt;
|Desc= The caster takes a soul from their Relic and uses it to increase the life force of their target. The soul will be depleted but the target will feel vigorous again. &lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The caster touches their target with their relic and transfers a soul into their body. The soul heals the target for D3 HP and stops any status effects affecting them. This spell can also be used on oneself.&lt;br /&gt;
|RedLines = This ability costs a soul use to activate. &lt;br /&gt;
This ability has a cooldown of 2 rounds. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fragmentation (Soul-Destined)&lt;br /&gt;
|Desc = The mage can use a soul charge in their fragment to instill a soul into one of their summoned or reanimated creatures. Allowing it to speak, think and converse. It may even recall its past life.&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Effect = The mage uses a soul charge to fill an undead body. The body suddenly can speak, converse and think for itself. It also no longer needs to remain near the Necromancer to sustain itself. The mage may use environmental emotes to talk for their summon. &lt;br /&gt;
|RedLines = This ability costs a soul charge to use. &lt;br /&gt;
&lt;br /&gt;
Undead far away from the caster are represented by stationary build-figures / NPCs. Request a Lore Master to approve and place down these stand-ins. Such undead can be gathered into an army for events.&lt;br /&gt;
&lt;br /&gt;
Undead summons that have a duration can be targeted in this way, however their duration begins / is rolled once they enter CRP. If such a summon is still mid-duration by the end of the CRP, it will remain outside of CRP and restart its duration during the next CRP.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Necromantic Resistance (Death-Destined)&lt;br /&gt;
|Desc = The caster begins to change their bodily constitution to that of an undead, voidal being. Becoming extremely persistent and hard to deal with. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster knows a considerable amount about death and can use this knowledge to prevent their own in times of hardship. When the caster drops to 0 HP, they use this ability to go back up to 5 HP. The caster will then gain +2 intelligence for D2+1 rounds. They can only use this ability once per 3 OOC days.&lt;br /&gt;
|RedLines = A soul charge is used to perform this ability. If no soul charges are left, the ability fails.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&amp;diff=4036</id>
		<title>Hemomancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Hemomancy&amp;diff=4036"/>
		<updated>2023-06-19T20:35:38Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Hemomancy&lt;br /&gt;
| Image = VoidalPNG.png&lt;br /&gt;
| Class = Voidal Magic&lt;br /&gt;
| Source = Lillith - The Black Void&lt;br /&gt;
| Cast = Catalyst - Sanguine Relic&lt;br /&gt;
| Paths = Night '''·''' Beast '''·''' Blood&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tremble, fearful mortals, for the midnight hour chimes. &lt;br /&gt;
&lt;br /&gt;
As the sun sets on the realms of the living, the midnight hosts march out from their lairs to prey on those who dare to enter their territory after dark. As ancient beasts and restless Vampires scour the woods around little towns looking for fresh prey, the watchmen who are there to protect the citizens can do nothing but pray that those who turned to the great houses of the shadow realm do not set their eyes upon them, for they are hopeless against the fangs of steel and knifed claws of the Blood thirsting hosts.&lt;br /&gt;
== History ==&lt;br /&gt;
The arts of those who call themselves the red mages or vampires have been around as long as most mortal souls can remember. Their cults first appeared in the Attian Empire. There they set their eyes on the courts and positions of power as a vampire feels like they are destined to rule. Yet their curse of endless bloodlust has led to destruction as the god-king of the Attians swept away their influence in a great flood, leading to the demise of most organized hemomancy activity. The ancient text of the first red cults used to convert the first hemomancers has long been gone. Destroyed in the waters of the great floodings. These days, the most common folk tales left behind are that of vampires, striking on nights, being sly and steady killers before vampire hunters came to slay these beasts. It has been a long time since the last vampires were seen, but will they ever return? Or maybe did they ever really go away?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
The learning and teaching of the ways of the Hemomancer are becoming one in their fullest glory. Their training consists of obtaining the full extent of one's vampirical nature and living well with the downsides that come with it. Not many things are known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn. The initiate hemomancer removes their blood and fills it with the corrupted, voidal blood of the servants of the Midnight Aristocracy. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after three weeks of self-studying the magic. Once level four is reached, the cooldown is renewed, and the mage will reach level five after an additional three weeks. After this, they get to join one of the houses of the Midnight Aristocracy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req. Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
|60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
|Self-Study&lt;br /&gt;
|2 Weeks&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
|Self-Study&lt;br /&gt;
|2 Weeks&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
|Self-Study&lt;br /&gt;
|2 Weeks&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
|Self-Study&lt;br /&gt;
|2 Weeks&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
|Self-Study&lt;br /&gt;
|2 Weeks&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
|Self-Study&lt;br /&gt;
|2 Weeks&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
|Self-Study&lt;br /&gt;
|2 Weeks&lt;br /&gt;
|}&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 2 OOC weeks. This can be done throughout the whole year.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.&lt;br /&gt;
&lt;br /&gt;
== Progression - Hemomancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Initiate&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses. Up to 2 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Bloodless initiate&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus. Up to 2 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Red cultist&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 sanguine charges. The spellcaster unlocks the Ichor Friend ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Red cultist veteran&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus. Up to 4 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Hemomancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 4 sanguine charges. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of the Night ===&lt;br /&gt;
The house of the Night is the noblest among the Midnight Aristocracy houses. They see themselves as superior to other beings and have immeasurable pride. The house of the Night is known for its blood absorption techniques and the usage of darkness and shadow. &lt;br /&gt;
&lt;br /&gt;
With each level the mage gains in this house, their status is elevated, and they become more prideful and noble. Upon reaching Aristocrat status, the mage can no longer hide their true nature without effort.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Fledgeling&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Crimson Eyes Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Neonate&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Bloody Nails Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Half Blood&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Sucker Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Noble Blood&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Skin Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Midnight Aristocrat&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Hover Ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of the Beast ===&lt;br /&gt;
The house of the Beast is a ferocious house that credits itself with hunting and strength. The house of the Beast is well-known as a house of vigor and brawn prized within their bodily enhancement spells that turn their residents into beasts of terror. Each level the mage gains within this house elevates their status and gives them more superiority over the lower-ranking members. The house follows a beast-like hierarchy system where one has to obey their superior or is cast aside. Upon reaching Beastmaster status, the mage can no longer hide their true self without effort. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Whelp&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Preying Scents ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Pack Scavenger&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Claws ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Beta Hunter&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Protective Coat Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Alpha Predator&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Fight of Flight Ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Bloodless Beastmaster&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Apex Instinct Ability.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - House of Blood ===&lt;br /&gt;
The house of Blood is the most occult house among the Aristocracy. They value blood and its covering of the world above all else. Those who are house residents are known to use great amounts of blood to dye the battlefield red before a victim is even claimed. The house of Blood is prized for its ability to manipulate blood and change its properties to fit the mage. Each level the mage gains within this house elevates their status within the house to better fit the worship of blood itself. Once a mage becomes a Crimson Lord, they are blinded with the pleasure of spreading the red liquid wherever they can, though their outer appearance does not change. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Bloodied initiate&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Devout Follower&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus. Up to 6 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Red Preacher&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Flame ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Ichor Bishop&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus. Up to 8 sanguine charges.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Crimson Lord&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus. Up to 8 sanguine charges.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
The mage becomes a half-voidal being. This means that certain attacks are more effective, and they may suffer a backlash from this. The caster must use the blood charges of their catalyst for certain spells. To fill the catalyst, request an LM or GM. &lt;br /&gt;
&lt;br /&gt;
Those who tread the path of hemomancer will need a constant supply of fresh blood. Causing bloodlust and carnage among those who practice this art.  &lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Needle&lt;br /&gt;
|Desc = The caster turns their blood droplets into tiny needles they can send flying toward their enemies. The needles are sharp enough to do the magical piercing.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster creates D8 needles that they can send out in a 15x3 area. Everyone in that area who fails to defend themselves will be hit by the attack and take 1 damage per needle aimed at them.&lt;br /&gt;
&lt;br /&gt;
Due to the sharpness of the needles, the target gets a -1 intelligence on their magical defense roll.&lt;br /&gt;
|Fail = The blood drops fail to take form and fall on the ground.&lt;br /&gt;
|Succ = The caster creates D4+4 needles instead.&lt;br /&gt;
|RedLines = Each enemy may only be targeted by 3 needles at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Splatter&lt;br /&gt;
|Desc = The caster cuts their hand open or uses a blood charge from their relic, and splatters blood in front of them in a wide area. Those hit with the blood will be blinded.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster cuts open their hand with their weapon, or uses a blood charge from their relic,  spreading the blood in a 3x5 area in front of them. Any targets in that area will get corrosive blood in their eyes and be blinded for D3 rounds.&lt;br /&gt;
|Fail = The blood becomes unbearably corrosive, failing and dealing an extra 1 damage to the caster.&lt;br /&gt;
|Succ = The targets hit with this spell will take 1 damage from it.&lt;br /&gt;
|RedLines = This spell costs either 1 sanguine charge, or 1 HP from a self-inflicted cut. The blood is not corrosive enough to burn through anything or cause permanent eye damage.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sanguine Brand&lt;br /&gt;
|Desc = The caster touches a target with their palm, creating a brand of blood on the touched surface. The caster can make this brand erode itself upon command. The target will feel a sting where the caster touched them, and the brand will be visible outside the target.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster creates a brand that lasts until the caster commands the brand to erode or lasts for 5 rounds in combat before automatically eroding. While the brand is active, the caster deals +1 damage to the being marked with it.&lt;br /&gt;
&lt;br /&gt;
The brand deals D2 damage when it erodes, but the caster knows exactly where the brand is if it is active.&lt;br /&gt;
&lt;br /&gt;
Outside of CRP the brand stays for 1 OOC day until it automatically erodes.&lt;br /&gt;
|Fail = The caster fails to implant a brand, merely blemishing the target's skin.&lt;br /&gt;
|Succ = The brand deals D2+1 damage when eroding.&lt;br /&gt;
|RedLines = Only 2 brands may be active at one time&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Seed&lt;br /&gt;
|Desc = The caster creates a seed of blood that they drop on the floor. If an enemy walks over this seed, their feet are punctured, and the seed starts draining their vitality.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 1 meters&lt;br /&gt;
|Damage = The caster creates a seed of blood that they place on the block they are standing on. If an enemy player steps on this block the seed will pierce upwards through the foot of whatever stood over it,  dealing 1 damage for every round the enemy is standing on that space.&lt;br /&gt;
&lt;br /&gt;
The target that gets pierced will be stuck in place for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
It will dissolve if the seed hasn't pierced anyone after 3 rounds.&lt;br /&gt;
|Fail = The seed refuses to form, dissolving into a few drops of blood.&lt;br /&gt;
|Succ = The seed will live up to 5 rounds without anyone stepping on it.&lt;br /&gt;
|RedLines = A maximum of 3 seeds can be active at once. A Lunarmancer can cleanse the target space of the blood seed to end its duration early.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Bolt&lt;br /&gt;
|Desc = The caster concentrates their blood inside an orb that shoots a powerful bolt toward an enemy. Those hit with the bolt are covered in blood until they clean themselves.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 11&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends forth a blood bolt that deals D3 damage. Upon success the target is covered in blood, losing 2 meters movement. The caster can choose to spend a sanguine charge to enhance the spell, increasing the range to 20 meters and worsening the slow to -4 meters movement.&lt;br /&gt;
|Fail = The blood bolt explodes as the caster is about the send it out, covering the caster in the blood instead and making them lose 2 meters movement.&lt;br /&gt;
|Succ = The bolt deals 2D2 damage.&lt;br /&gt;
|RedLines = The enhanced version of this spell costs 1 sanguine charge.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Seal Limb&lt;br /&gt;
|Desc = The caster controls the enemy's blood to a limited extent, causing one of the enemy's limbs to become unusable.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The limb of the caster's choosing will be shut off from blood and lose its function for D2 rounds.&lt;br /&gt;
&lt;br /&gt;
If an arm is sealed, the target can only use one-handed combat until their limb is unsealed.&lt;br /&gt;
&lt;br /&gt;
If a leg is sealed, the target loses half its movement.&lt;br /&gt;
|Fail = The caster strains too much while attempting to cast the spell, causing it to rebound. The caster rolls a D2; 1 = an arm becomes sealed for 1 round, 2 = a leg becomes sealed for 1 round.&lt;br /&gt;
|Succ = The seal lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = The head or torso of a target cannot be sealed this way; only one limb per target may be sealed per hemomancer that uses this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Borrowed Time&lt;br /&gt;
|Desc = The caster casts a spell on their target that slows their blood flow; once the spell ends, the target suddenly feels their vitality leaving their body compared to the damage they took previously.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The caster casts a short-range spell that slows the blood flow of their enemy for D2 rounds. The target might feel fatigued, but nothing seems to have changed.&lt;br /&gt;
&lt;br /&gt;
When the duration ends, the target's blood suddenly starts rushing fast again, and they take extra damage equal to half the damage they took during the rounds they were affected by the spell, rounded down.&lt;br /&gt;
|Fail = The caster freezes themselves in place for 1 round.&lt;br /&gt;
|Succ = The spell instead lasts for D2+1 rounds.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Unleased Armor&lt;br /&gt;
|Desc = The caster consumes a vial of blood as they feel their back ripping open, revealing a structure of bones and flesh that may be considered natural armor. Though it does not seem capable of defending the caster, it does seem able to hurt others who try to attack them.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster inflicts D3 damage upon themselves as skeletal spines spike out of their backs. Anytime an enemy attacks them from close range, the enemy will take D2 damage.&lt;br /&gt;
&lt;br /&gt;
This effect stays for 3 rounds but gets increased in length by one extra round every time someone attacks the caster.&lt;br /&gt;
|Fail = The caster inflicts d3 damage upon themselves, and nothing else happens.&lt;br /&gt;
|Succ = The spikes will do the maximum amount of damage.&lt;br /&gt;
|RedLines = This spell can kill you.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crackling Skin&lt;br /&gt;
|Desc = The mage pours one charge of their Relic over their hand as they point their finger at someone. The blood under the target's skin will harden, creating patches of hardness on it. As they will try to react by moving, the patches start to tear, spurting out blood the more they move.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The target's skin hardens. For every 2 meters they move or are moved, they take D3 damage. This effect will stay for 2 rounds.&lt;br /&gt;
|Fail = The spell does nothing, but as a reaction to this failure, the caster can fill up their Relic with their blood, restoring one charge and dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The opponent's skin hardens to its fullest extent, turning the damage into a D4.&lt;br /&gt;
|RedLines = This spell costs one sanguine charge.&lt;br /&gt;
&lt;br /&gt;
The caster can only curse a total of 2 targets at the same time with this spell. This spell only works if the target has skin.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wielded Blood&lt;br /&gt;
|Desc = The mage summons forth a spurt of blood from their Relic as they mold it into a blade. This blade has an innate connection to their blood, granting them life force from the people they hit with their blade.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage creates a blood blade. granting healing for every successful attack while doing the usual damage to the opponent. The caster heals half the damage they inflict, rounded down, up to a maximum of 5HP. The blade also grants a +1 on attack rolls when wielded in the first 2 rounds. This weapon lasts for 4 rounds.&lt;br /&gt;
|Fail = The caster loses a charge on their Relic, and the blood turns into an oozing whip that deals 4 damage to the target and then splatters apart.&lt;br /&gt;
|Succ = The weapon the mage has created with their blood is sharper than any sword someone has ever seen, giving the caster a +2 instead of a +1 for attack rolls in the first two rounds.&lt;br /&gt;
|RedLines = This spell costs one sanguine charge to cast.&lt;br /&gt;
&lt;br /&gt;
Switching out from this weapon before the time runs out costs an action phase.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blood Garden&lt;br /&gt;
|Desc = The caster touches the ground and causes an immense redness to spread through the terrain. Blood in the form of flowers sprouts all over the area. A blood seed will afflict any enemies moving within the area, and allies can thread as they please.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a field of blood flowers around themselves in a 20x20 area for D3+2 rounds. The flowers release blood seeds everywhere, so they will afflict anyone entering the area.&lt;br /&gt;
&lt;br /&gt;
With every step an enemy takes within the field, another blood seed will activate.&lt;br /&gt;
|Fail = The caster channels its energy into the surrounding area, but it flows back into the caster, causing a bloody eruption within its body. The caster is knocked out and may lose a limb.&lt;br /&gt;
|Succ = The area stays for D5+3 rounds instead.&lt;br /&gt;
|RedLines = This spell requires 2 sanguine charges. A loremaster must be present to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Night&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Life Leech&lt;br /&gt;
|Desc = The mage opens the wounds existing on one's body and sucks up the blood within their bodies. As the enemy takes damage, the mage instead absorbs the blood through consumption, which grants them additional life force.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The person attacked with this spell takes D2 damage on a successful roll. For this one hit point, either the mage regains D2 HP, or they can fill up a charge on their blood relic.&lt;br /&gt;
|Fail = The spell fails, but the mage can use a charge of their Relic to regain D2 HP&lt;br /&gt;
|Succ = More blood is drained, healing the caster by 1 additional HP.&lt;br /&gt;
|RedLines = This spell only works on already wounded targets, be it that the wounds secrete blood. The mage cannot overheal their max hit points. The mage can either heal or fill up a charge in their Relic, not both.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Summon Darkness&lt;br /&gt;
|Desc = The caster creates a magical dark fog, seeping out from beneath their clothes and enveloping everything within a small area, blotting out the light of candles and other light sources in a room, allowing for sneak attacks or an easy escape. The fog slowly dissipates, and everyone EXCEPT the caster has the Blindness status effect applied to them for however long they are inside the fog or until the fog ends.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = Everyone in the range except the caster will be blinded for however long the fog lasts, using the Blindness status effect.&lt;br /&gt;
&lt;br /&gt;
In a closed room the fog lasts D3+2 rounds by filling the space. &lt;br /&gt;
&lt;br /&gt;
In an open room, the fog stays for D3+1 rounds and slowly leaves. &lt;br /&gt;
&lt;br /&gt;
In an open/outdoor area, the spell stays for D3 rounds by quickly fading away.&lt;br /&gt;
|Fail = The caster also loses control of the spell and becomes blinded by fog. The fog lasts half the normal duration, rounded down.&lt;br /&gt;
|Succ = The fog is especially potent and lasts the full duration of the spell.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Summon Household&lt;br /&gt;
|Desc = The mage summons their household pets from the shadows to help them in battle. As their household battles the enemy, the mage stands back and watches the ensuing chaos.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The mage extends their shadow and from it summons their household pets that linger within it. The mage rolls a D10 upon a successful cast.&lt;br /&gt;
&lt;br /&gt;
On a 1-4 roll, the caster summons a bat with 1 HP, a+1 strength modifier, and deals 1 damage upon a successful attack. It has 10 meters movement.&lt;br /&gt;
&lt;br /&gt;
On a 5-9 roll, the caster summons a rat with 2HP, a +2 strength modifier, and deals 2 damage upon a successful attack. It has 8 meters movement.&lt;br /&gt;
&lt;br /&gt;
On a 10, the caster summons a wolf with 3HP, a +3 strength modifier, and deals 3 damage upon a successful attack. It has 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
The caster rolls a normal D20 and adds the + modifier to determine the success of a summon attack. Their household will take it's turn(s) after the caster's.&lt;br /&gt;
|Fail = The caster overextends their shadow and hurts themselves in retaliation. The caster takes D2 damage.&lt;br /&gt;
|Succ = The summoned creature is doubled.&lt;br /&gt;
|RedLines = This spell cannot be activated if a summon is already active. The caster cannot actively attack the target the summons is attacking.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bloody Siphon&lt;br /&gt;
|Desc = The caster sacrifices a sanguine charge, and creates an orb of blood that floats in the air in a set place, any creature near this siphon will have their blood forcefully extracted through the pores of their skin. The mage can eventually absorb this siphon.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster creates a floating orb of blood on the space they are standing on, that lasts for D3+2 rounds. Any enemy within 8 meters of the orb will lose 1 HP at the start of their turn.&lt;br /&gt;
&lt;br /&gt;
Once the siphon ends naturally, or the mage retracts it, they heal half of the damage the siphon dished out, rounded down.&lt;br /&gt;
&lt;br /&gt;
Magical attacks can attack the siphon to end it early. The siphon has 3 HP.&lt;br /&gt;
|Fail = The siphon is not tuned well enough and starts absorbing blood from everyone in the radius. Including the caster and their allies. The siphon cannot be absorbed and collapses after 3 rounds or when destroyed.&lt;br /&gt;
|Succ = The siphon's range is increased to 10 meters&lt;br /&gt;
|RedLines = The spell costs 1 sanguine charge. Only one siphon can be active at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = True Form&lt;br /&gt;
|Desc = When the moon shines in all its glory at night, the mage can take flight! While pouring charges of blood over their body, the mage can grow an excellent pair of wings on their back.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage douses their back in charges of their Sanguine Relic, sprouting wings from their back and gaining additional health and speed for D5+3 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can hover mid-air with these wings by emoting they do so. They'll be at least 5 meters in the air where they stand.&lt;br /&gt;
&lt;br /&gt;
The caster doubles their movement speed as long as they're airborne, and they gain 5 max HP for the duration of the spell. Once the spell ends, any access HP above the caster's max HP is lost.&lt;br /&gt;
&lt;br /&gt;
Melee attacks cannot hit the caster while they are airborne. While airborne, the caster gains a +2 to saving rolls against physical projectiles. Magic attacks against the caster do an additional 2 damage per successful attack while the caster is airborne.&lt;br /&gt;
|Fail = The spell doesn't work, and the mage feels immense pain in their back, causing 3 damage. The mage will have to wait for 3 rounds before attempting to recast this spell.&lt;br /&gt;
|Succ = The spell lasts for the max duration.&lt;br /&gt;
|RedLines = This spell costs 2 sanguine charges to cast.&lt;br /&gt;
&lt;br /&gt;
This spell can only be used at night and cannot be cast upon others. The wings cannot be used as a weapon. Other abilities can be used while this spell is active. The mage cannot carry people while flying.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Beasts&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Strengthen Muscles&lt;br /&gt;
|Desc = The caster fortifies their blood in their arms, allowing them beast-like strength to crush their enemies or climb up surfaces a little higher, though they will lose some speed due to their increased weight.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster uses the power from their relic to strengthen their forearms, granting them increased strength and defense for D3 rounds. The caster gets a +2 boost in strength and defense, offering up speed as the caster's movement speed is halved and rounded down.&lt;br /&gt;
&lt;br /&gt;
The caster can spend a sanguine charge to enhance the benefits of this spell, providing a +3 boost for D2+1 rounds.&lt;br /&gt;
|Fail = The caster strains their muscles too much, wasting their relic power.&lt;br /&gt;
|Succ = The caster also boosts their leg muscles slightly; their movement is no longer halved.&lt;br /&gt;
|RedLines = The caster can climb up smaller ledges using this spell due to their strength. They're able to climb 3 blocks instead of 1. For this, a staff member must spectate the cast, and they will let you up the ledge.&lt;br /&gt;
&lt;br /&gt;
The enhanced version of this spell costs 1 sanguine charge. The enhanced version instead grants 5 blocks worth of climbing range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bestial Ground Claws&lt;br /&gt;
|Desc = The caster sticks their claws into the ground and slashes upwards, creating 3 massive gushes of force that soar towards enemies.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = The caster puts their claws into the ground, flinging them upwards as 3 long slashes of raw force slice anything in their path.&lt;br /&gt;
&lt;br /&gt;
The slashes travel in a 8x3 area forwards, with only 1 slash per row. If the slash hits a person, it will stop at that person.&lt;br /&gt;
&lt;br /&gt;
Each slash deals D2+2 damage.&lt;br /&gt;
|Fail = The caster gets their hand stuck in the ground and cannot move for 1 round.&lt;br /&gt;
|Succ = The attack power of the slash is increased, and the spell deals D3+2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Feral Fist&lt;br /&gt;
|Desc = A perfectly cultivated strike, the fist is engulfed with energy from the caster’s tear and a powerful blow can be unleashed.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 4 meters&lt;br /&gt;
|Damage = The punch is similar to a kinetic blast. It deals 2 damage and knockback that pushes a single target away by D6+2 blocks.&lt;br /&gt;
A sanguine charge can be used to boost the spell's effect and deal D3+2 damage instead.&lt;br /&gt;
|Fail = The caster charges too much energy to their fist and ends up stunning themself for a round, unable to attack but still defend.&lt;br /&gt;
|Succ = Knockback distance is charged to its maximum range.&lt;br /&gt;
|RedLines = If the target is within 1 meter of the caster, the attack deal 1 extra damage. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Beastkin Howl&lt;br /&gt;
|Desc = The caster invokes magic in their voice, calling out towards the wide world and calling for their kin to help them out in battle.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = When the caster is successful in casting this spell. A Lycan-thrall will arrive in D2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once the Lycan-thrall arrives, they look like a half-human, half-beast monster that fights with claws.&lt;br /&gt;
&lt;br /&gt;
The Lycan-thrall has 3 HP and will flee after reaching 0 hp. It has a +2 on attack and +1 on defense. They cannot defend themselves from magical or ranged attacks. It has two claw attacks, each dealing D2 damage. It has 6 meters movement.&lt;br /&gt;
&lt;br /&gt;
The caster rolls a D20 and adds the bonus for the action of the Lycan-thrall. Its turn is directly after the caster's.&lt;br /&gt;
|Fail = The caster calls forth an enemy beast that bites them and deals 2 damage before running off.&lt;br /&gt;
|Succ = The caster calls forth a Lycan-thrall near the caster's location, instantly appearing.&lt;br /&gt;
|RedLines = The caster rolls for the Lycan-thrall, and only one Lycan-thrall can be active at a time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Regeneration&lt;br /&gt;
|Desc = The caster uses blood from their relic to heal themselves up and close any open wounds.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The caster wields the energy to heal themselves for 2HP at the end of their turn for D2+1 rounds. The bleeding effect will be stopped if the spell was cast successfully.&lt;br /&gt;
|Fail = The caster fails to control the voidal energy contained in the spell and starts taking 1 damage at the end of their turn for D3 rounds.&lt;br /&gt;
|Succ = The spell was cast steadily and will last for 3 rounds instead of D3 rounds. &lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge. Healing is very tasky, the caster cannot attack while healing and the healing will stop if the caster takes damage. The caster can still move and defend.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hunting Grounds&lt;br /&gt;
|Desc = The mage extracts a use from their Sanguine relic to create a hunting ground that their targets can enter but cannot leave. If a person tries to leave the hunting grounds forcibly, they will be struck by bloody thorns.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 17&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The mage creates an area of 10 blocks all around them for D4+1 rounds. While in this area, the caster gains +1 to strength rolls for every 2 victims trapped in said radius.&lt;br /&gt;
&lt;br /&gt;
Anyone who enters this area will be slowed by -2 meters and cannot freely leave the 10-meter radius before the spell ends or the caster allows it.&lt;br /&gt;
&lt;br /&gt;
Those who wish to leave forcibly will have to roll a D20 agility and roll over a 12; otherwise, they are stopped at the edge of the grounds and take 1 damage.&lt;br /&gt;
|Fail = The use of the sanguine relic is wasted, and the caster is stunned for 2 rounds, unable to attack, defend or move to recover their energy.  &lt;br /&gt;
|Succ = The hunting grounds are more potent, requiring an agility roll over 15 to escape its edge.&lt;br /&gt;
|RedLines = The hunting grounds will be canceled by the Hallowed Grounds of the lunarmancers.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = True Beast&lt;br /&gt;
|Desc = The mage attains a full grasp of their powers when the moon glows brightly in the night sky. They grow taller, stronger, and faster to embrace their inner beast fully. After the mage casts this spell, they will lose their rationality and attack a friend or foe.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The mage turns into a beast of their description by soaking themselves with charges from their sanguine relic. The mage gains a health, strength, defense, and speed bonus for D5+5 rounds.&lt;br /&gt;
&lt;br /&gt;
The mage gets +5 HP and max HP for the duration (health above their original max HP disappears at the end of the duration), as well as +3 Strength and +2 Defense. In this form, the mage takes half damage, rounded up from mundane physical attacks, but they still take full magic damage. The mage may move 6+D9 Agility meters per movement phase. &lt;br /&gt;
&lt;br /&gt;
The mage loses rationality on who is a friend and a foe, attacking those closest to them, only switching targets to people who have attacked the mage since transforming.&lt;br /&gt;
|Fail = The mage grows to unbearable proportions and faints under stress. They may lose all functionality in a limb after transforming back.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = The spell costs 2 sanguine charges. it can only be cast during the night. Abilities can still be used while the spell is active.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = House of Blood&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hemoplague&lt;br /&gt;
|Desc = The caster creates a ball of blood using a charge from their relic, this ball of blood can erupt and cover a minor area, causing all affected by the blood to be more vulnerable.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster uses a charge of their Sanguine Relic to create a ball of blood. They launch this ball at a certain target or location and make it explode, causing all who were standing in the 3x3 area to be inflicted by the Hemoplague.&lt;br /&gt;
&lt;br /&gt;
The hemoplague causes targets to feel weakened, and their constitution lowers, giving them a -3 on all saving rolls for D3+1 rounds.&lt;br /&gt;
|Fail = The hemoplague falls upon the caster, giving them a -3 on all saving rolls for 2 rounds.&lt;br /&gt;
|Succ = The hemoplague has the maximum effect of 4 rounds.&lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge to cast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Greedy Blood Collector&lt;br /&gt;
|Desc = The caster imbues their Sanguine Relic with the power to collect blood that is shed during the battle. When either side takes damage, the Sanguine Relic slowly fills up.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = The Sanguine Relic starts collecting blood from the battle for D4 rounds.&lt;br /&gt;
&lt;br /&gt;
Every 5 damage during the spell's active time will restore one blood charge.&lt;br /&gt;
|Fail = The Sanguine Relic will lose one charge instead of filling.&lt;br /&gt;
|Succ = The spell stays active for the max duration.&lt;br /&gt;
|RedLines = The caster needs at least 1 sanguine charge in their Relic to cast this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Mosquito Swarm&lt;br /&gt;
|Desc = The caster summons a swarm of mosquitos from their tear and imbues them with the power of blood. The mosquitos become increasingly hungry and agitated, attacking their target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a swarm of mosquitos that attacks its target and cannot be blocked.&lt;br /&gt;
&lt;br /&gt;
The swarm will stay on the field for D3+3 rounds or until they are taken out with an AOE attack.&lt;br /&gt;
&lt;br /&gt;
The swarm does 1 damage per round. The target takes an additional 2 damage every time they're hit 3 times with the spell.&lt;br /&gt;
|Fail = The caster calls forth an angry mob of mosquitos that deal 2 damage before returning in the tear.&lt;br /&gt;
|Succ = The mosquitos stay for the longest time if they are undisturbed.&lt;br /&gt;
|RedLines = Only one swarm can be on the same player.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crimson Lining&lt;br /&gt;
|Desc = The mage pours a charge of blood over their hand, as strings, thinner than a hair, are created between them and their target. The strings bind them to their target, making them unable to move away from one another.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster binds themselves to the target with strings for D3 rounds, meaning the target cannot freely move away from the caster. &lt;br /&gt;
&lt;br /&gt;
If the target does decide to move away from the target, they take 1 damage per meter traveled. &lt;br /&gt;
&lt;br /&gt;
|Fail = The caster gets entangled in the bloody threads around them, stumbling and unable to defend or attack the next round. &lt;br /&gt;
|Succ = The strings are exceptionally made and stay for the maximum amount of rounds. &lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crimson Volley&lt;br /&gt;
|Desc = The mage creates several balls of blood from the blood siphoned from their Relic. They can fire these balls at single or multiple enemies at once. As these shots soak the bodies of the mage's targets, it also damages them intensely.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The mage creates D3 balls of blood that can be shot at a target or multiple targets from a distance. &lt;br /&gt;
&lt;br /&gt;
Each shot deals D2 damage on hit and coats the target in their blood.&lt;br /&gt;
&lt;br /&gt;
|Fail = As the balls begin to form, they collapse on top of the caster, coating them in blood and slowing their movement by 3 meters for 1 round. &lt;br /&gt;
|Succ = The mage creates all 3 balls instead of D3.&lt;br /&gt;
|RedLines = If the caster shoots more than 1 orb at the target, they only roll spell defense once against the caster's casting roll. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Bloodless&lt;br /&gt;
|Desc = The caster empties its Sanguine Relic with the last of its charges. Causing a great outburst of blood droplets to venture outwards from the caster in a full circle. The blood drops cause damage and coating.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster empties its Sanguine Relic of its remaining charges. Each charge adds 1 damage to the casting. The charges fly outwards haphazardly in a circle of 10 meters around the caster. Those hit by the spell are coated by the blood as well.&lt;br /&gt;
|Fail = The caster empties the Relic of its charges, but the blood is shot upwards, through the caster, falling in the rain and dealing D2 damage to anyone in a 2-meter radius of the caster. The caster takes D4 damage.&lt;br /&gt;
|Succ = The maximum range of the spell is increased to 15 meters.&lt;br /&gt;
|RedLines = This spell uses all the remaining charges in the Relic.&lt;br /&gt;
&lt;br /&gt;
Both allies and enemies in the area have to roll defense.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vitality Link&lt;br /&gt;
|Desc = The caster sends forth a sharp thin string of solid blood that hinges inside a target. The other end of the string is hinged into another target or the caster themselves. The two entities that are linked share the damage they take.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster shoots a string of condensed blood from their Sanguine Relic costing a charge towards a single target or towards two targets, linking their vitalities for D3+2 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a single target, then only the target rolls to defend against the spell. If successful, the mage shares the damage they take with this single target.&lt;br /&gt;
&lt;br /&gt;
If there are two targets, then both targets roll a D20 intelligence. They resist the spell if the combined number is 21 or above. If they fail to resist the spell, then they will share the damage among themselves.&lt;br /&gt;
&lt;br /&gt;
If the damage number is not an even number, then the attack's target takes the extra point of damage. (For example, 3 damage is shared 2 to 1, the target taking more damage.)&lt;br /&gt;
|Fail = A Sanguine Relic charge is lost, and the mage is stunned for 1 round.&lt;br /&gt;
|Succ = The spell lasts for the maximum duration.&lt;br /&gt;
|RedLines = This spell costs 1 sanguine charge. Only 1 link can be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Heir of Blood&lt;br /&gt;
|Desc = The caster opens a tear connected to the blood pool within the House of Blood in Lilith. Blood comes out of the tear covering everyone and anything in a large radius of the tear. The caster becomes one with this blood and can move freely to any spot that is covered within the area.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster opens a new tear connected to a blood pool within Lilith. This will cover the field within a 20-meter radius of the tear in all directions for D4+4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can dissolve themselves within this blood and appear anywhere on the battlefield using the bloody terrain. When the caster moves in this way, their sanguine relic gains a charge. The caster can roll intelligence for every defense type inside this bloody terrain.&lt;br /&gt;
|Fail = The caster opens the pool, but the tear quickly loses stability and implodes, causing an acidic blood explosion that deals 5 damage to anyone within a 2-meter reach of the tear. The caster at ground zero of the implosion area is at risk of losing a limb.&lt;br /&gt;
|Succ = The terrain lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = A Loremaster is required to attempt casting this spell. The spell can only be attempted to cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Ichor Friend (Hemomancy)&lt;br /&gt;
|Desc = The mage can freely control small amounts of blood to do their bidding, having them float around in an area or creating small familiar from the blood. The familiars can be used in battle to absorb 1 HP of damage. Then they will turn into a bloody puddle and won't reactivate until the caster can use the ability again.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster can control blood to do small things or make blood familiars. The blood familiar can take up to 1 HP of damage and then disappears until the cooldown refreshes. If the caster already has a familiar, they can spend their next action to create another. If they have 3 familiars, they also gain +1 to Intelligence.&lt;br /&gt;
|RedLines = Once one of the caster's familiars are slain, this ability has a 3-round cooldown. &lt;br /&gt;
&lt;br /&gt;
The caster can have a maximum of 3 blood familiars.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Bloody Nails (House of the Night)&lt;br /&gt;
|Desc= The mage can elongate their nails using the blood from under them, turning their hands into slashing weapons. If the caster assaults a target enough, they may gain some life from the bloodshed. This effect is more potent at night.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage creates long nails from their blood that sprout from their original nails. These nails can be used for unarmed combat and add +1 damage to every successful strike. &lt;br /&gt;
If the ability is used at night, the mage increases their melee range to 5 meters. &lt;br /&gt;
If 3 hits land in a row, then the caster regains 1HP.&lt;br /&gt;
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful D20 int roll to hide the nails in public. If the mage rolls a 7 or above they can retract their nails back into their body. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Crimson Eyes (House of the Night)&lt;br /&gt;
|Desc= When one becomes a mage of this house, they obtain the ability to grow a membrane around their eyes, allowing for advanced vision in the darkness and super bright areas. Additionally, the membrane protects the mage from having to deal with things like sand getting stuck in their eyes. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage gets night vision, heat vision and an immunity to blindness caused by sunlight, darkness, or solid objects.&lt;br /&gt;
|RedLines = This ability stays active for up to 1 hour or 5 combat rounds if activated during CRP. Corrosive substances or lunarmancy magic can still cause blindness to hemomancers.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Blood Sucker (House of the Night)&lt;br /&gt;
|Desc= The mage gains the ability to regain life forces from consuming blood. They can expend one charge of the Sanguine Relic or bite someone else in their neck to gain life force. They can also bite someone and fill up a charge of the Sanguine Relic instead.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The mage consumes one charge on the Sanguine Relic or some blood in equal amounts from a willing target and regains D2 life points. They can bite an unwilling target if they roll higher than the target. Instead of healing themselves, they can also fill the Sanguine Relic with a charge.&lt;br /&gt;
|RedLines = This ability requires one action turn to be activated. The mage can't use this ability to fill the relic with their blood. The mage can't heal themselves with their blood.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Vampiric Skin (House of the Night)&lt;br /&gt;
|Desc= The mage has gained full control over the composition of their blood, making them able to concentrate the iron within their blood under their skin. Next, they also gain the ability not to bleed when slashed, and their open wounds close after 2 rounds of combat with any weapon not made of silver. If it were silver, the bleeding would continue.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The vampire gains 2 health points.&lt;br /&gt;
|RedLines = If the weapon the mage was hit with was made out of silver, the mage would be unable to heal this damage.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Vampiric Hover (House of the Night)&lt;br /&gt;
|Desc= While falling from great heights, the mage can stop right before hitting the floor, taking near to no fall damage in the process.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mage is immune to fall damage.&lt;br /&gt;
|RedLines = The ability can only be activated if the mage is conscious.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Claws (House of the Beast)&lt;br /&gt;
|Desc= The mage uses their corrupted blood to turn their hands into ferocious claws that are hard as steel. Capable of clashing with swords and causing nasty cuts on a target.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster turns their hands into claws, dealing an extra +1 damage on every successful unarmed hit. The claws are dense as steel and can cause nasty slashes. If the caster successfully hits a target 3 times in a row with the claws, the target starts bleeding and will lose 1 additional HP.&lt;br /&gt;
|RedLines = At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful spell effectiveness roll to hide the claws in public. &lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Preying Scents (House of the Beast)&lt;br /&gt;
|Desc = The nose of the mage turns into a fine-tuned prey-finding machine. The caster can easily track their target within a decent range. The ability only works if there are not too many scents interfering.&lt;br /&gt;
|Range = 50 meters&lt;br /&gt;
|Effect = The mage is aware of any prey within 50 meters of them.&lt;br /&gt;
|RedLines = This ability doesn't work in crowded areas such as towns and cities. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Protective Coat (House of the Beast)&lt;br /&gt;
|Desc= The caster is in tune with their animalistic features of themselves. Depending on their choice, they can instantly grow a layer of fur or scales. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster grows a skin or pelt of the creature of their desire.&lt;br /&gt;
They may choose from a scaled coat which will give them +2 to defense rolls.&lt;br /&gt;
&lt;br /&gt;
They may choose from a fur coat that will give them +2 HP over their max amount. &lt;br /&gt;
&lt;br /&gt;
They may choose from a spiked coat that will give them a +2 to melee rolls. &lt;br /&gt;
&lt;br /&gt;
Once a coat has been activated, it stays for 5 rounds, unable to use the ability again for 2 OOC hours.&lt;br /&gt;
|RedLines = The caster cannot swap between skins. &lt;br /&gt;
If the caster has a scaled coat, they take +1 damage from melee attacks.&lt;br /&gt;
If the caster has a fur coat, they take +1 damage from fire attacks.&lt;br /&gt;
If the caster has a spiked coat, they take +1 damage from ranged mundane attacks.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Fight or Flight (House of the Beast)&lt;br /&gt;
|Desc = The caster turns their hands and feet into those of an animal of their choosing. Increasing their movement speed. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The caster turns their hands and feet into that of an animal. The caster is now able to move 6+D8 agility blocks. Canceling the transformation takes an action phase. &lt;br /&gt;
|RedLines = The caster can only attack unarmed in this form. It can be combined with the Claws ability. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Apex Instinct (House of the Beast)&lt;br /&gt;
|Desc = The caster is fully in tune with their beast instincts, allowing them to sense danger instantly and get ready for action. &lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = This ability is always active; users have two action phases in their first round when they enter CRP. They are always able to move first in CRP.&lt;br /&gt;
|RedLines = If there are others with the move first ability, the people with the ability roll initiative first. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Blood Flame (House of Blood)&lt;br /&gt;
|Desc = The caster controls their blood so that their blood becomes combustible. If the mage was hurt in the melee range of an enemy, the blood would have spread to them. The caster can decide when to combust their blood on will. &lt;br /&gt;
|Range = This Mage's blood stains&lt;br /&gt;
|Effect = The caster's blood is dangerous and combustible using a special blood composition. Anyone who lands a melee-attack on the mage will be coated in their blood. Upon activation, anyone stained by the caster's blood will receive the burning effect.&lt;br /&gt;
&lt;br /&gt;
Once the ability has been activated, there is a 5-round cooldown until it can be activated again. &lt;br /&gt;
|RedLines = This effect can not be used to burn blocks. &lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4035</id>
		<title>Aeromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4035"/>
		<updated>2023-06-17T09:26:34Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aeromancy&lt;br /&gt;
| Image = AeromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aether, the realm of the nine Winds&lt;br /&gt;
| Cast = Catalyst - Opal Gem&lt;br /&gt;
| Paths = Lunarmancy '''·''' Tempestacy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. &lt;br /&gt;
&lt;br /&gt;
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.&lt;br /&gt;
&lt;br /&gt;
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. Each level requires a bonding trial to empower the spellcaster. Bonding trials can only occur in the season in which the magic has an intrinsic relationship. For Aeromancy, this is Lilith's Veil. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up twice every IC year during their primal season, Lilith's Veil, or the one opposing that for Aeromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aeromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aether Seer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Tempest Explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Storm Mage&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Tempest Tamer&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Moonlit Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Lunarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lunaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Blast&lt;br /&gt;
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When utilizing this spell, and it is a successful roll, the caster rolls a D3 to see how strong the impact of the blast is. The target takes double the roll result in knockback.&lt;br /&gt;
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster is allowed to roll 2D2 instead. The knockback is triple the total roll result.&lt;br /&gt;
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Shear&lt;br /&gt;
|Desc = The caster manipulates the winds with Aether energy to turn the wind into small knives that can be hurled toward enemies or used for cutting vegetables&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates D4 small knives of air that float around them and will shoot them toward the enemies within range.&lt;br /&gt;
&lt;br /&gt;
Once the spell is cast successfully, the caster shouts how many knives to go toward which enemy. All the knives are used during the attack, each dealing D2 damage.&lt;br /&gt;
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.&lt;br /&gt;
|Succ = The full amount of knives is summoned.&lt;br /&gt;
|RedLines = Only 2 knives may target a single enemy simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Head Wind&lt;br /&gt;
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster causes a headwind that last 3 rounds in the backs of themselves and their allies up to 3 people total. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. &lt;br /&gt;
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.&lt;br /&gt;
|Succ = The effect is strengthened and adds 3 meters instead of 2.&lt;br /&gt;
|RedLines = The caster has to emote in their casting emote who is affected by the spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind familiar&lt;br /&gt;
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement blocks to the caster. &lt;br /&gt;
|Fail = The familiar doesn’t show up.&lt;br /&gt;
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.&lt;br /&gt;
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Tunnel&lt;br /&gt;
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel.&lt;br /&gt;
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take D2 damage on the way. &lt;br /&gt;
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cyclone Sphere&lt;br /&gt;
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to a target of choice. When sent at a target, the target has to roll a D20 agility. If the roll was below the caster's casting roll, the projectile hits and does 1 damage. A 20 or above will always dodge the incoming attack. The sphere is able to block level 1 spells, unbinding them.&lt;br /&gt;
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Bound&lt;br /&gt;
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.&lt;br /&gt;
&lt;br /&gt;
Once bound, the target can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ strength roll will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.&lt;br /&gt;
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.&lt;br /&gt;
|RedLines = The caster cannot cast any other spells if this spell is still active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Guiding Winds&lt;br /&gt;
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
# Forward Gust: Double the range of the missile attack.&lt;br /&gt;
&lt;br /&gt;
# Downward Gust: The damage of the missile attack is +2 if successful.&lt;br /&gt;
&lt;br /&gt;
#Guiding Gust: Increase attack rolls for the projectile by 2&lt;br /&gt;
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.&lt;br /&gt;
|RedLines = This spell cannot be used on magical projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aero Whip&lt;br /&gt;
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.&lt;br /&gt;
&lt;br /&gt;
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 20 or above will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
&lt;br /&gt;
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.&lt;br /&gt;
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.&lt;br /&gt;
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aether Palm&lt;br /&gt;
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:&lt;br /&gt;
&lt;br /&gt;
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 6 meters and take D2+2 damage.&lt;br /&gt;
&lt;br /&gt;
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D2+2 damage.&lt;br /&gt;
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.&lt;br /&gt;
|Succ = The hand does full damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Apex Tornado&lt;br /&gt;
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.&lt;br /&gt;
&lt;br /&gt;
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.&lt;br /&gt;
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.&lt;br /&gt;
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.&lt;br /&gt;
|RedLines = This spell must be cast in the presence of a loremaster. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Lunarmancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkness&lt;br /&gt;
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates an area of pure darkness in a 10x10 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, including the caster.&lt;br /&gt;
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for the maximum time and is increased to a 12x12 area.&lt;br /&gt;
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlit Veil&lt;br /&gt;
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.&lt;br /&gt;
&lt;br /&gt;
The spell stays active for D3+3 rounds and will then automatically crumble.&lt;br /&gt;
&lt;br /&gt;
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.&lt;br /&gt;
|Fail = The spell will fail, causing the veil to fall apart.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time.&lt;br /&gt;
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Judgement&lt;br /&gt;
|Desc =  Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes supercooled, causing freeze burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = If hit by the attack, the enemy will receive D3 damage. They will also receive a slow of -4 meters for 2 rounds.&lt;br /&gt;
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.&lt;br /&gt;
|Succ = The spell is empowered and deals D3+2 damage instead.&lt;br /&gt;
|RedLines = The enemy needs to be in the open for the attack to hit them. The attack can't supercool any material besides the worn materials of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Dream Touch&lt;br /&gt;
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:&lt;br /&gt;
&lt;br /&gt;
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.&lt;br /&gt;
&lt;br /&gt;
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 20+ intelligence roll will always cause the target to wake up.&lt;br /&gt;
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.&lt;br /&gt;
|Succ = The spell will heal or damage by 2 rather than D2.&lt;br /&gt;
|RedLines = You cannot check someone's memories using this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crescent Slash&lt;br /&gt;
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile.&lt;br /&gt;
&lt;br /&gt;
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.&lt;br /&gt;
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.&lt;br /&gt;
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hallowed Grounds&lt;br /&gt;
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.&lt;br /&gt;
&lt;br /&gt;
The caster can make a casting of Hallowed Grounds indefinite via Loremaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.&lt;br /&gt;
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.&lt;br /&gt;
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.&lt;br /&gt;
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. &lt;br /&gt;
&lt;br /&gt;
If the land or the item in question is destroyed, the effects of this spell are as well. A Loremaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lunar Doppelganger&lt;br /&gt;
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.&lt;br /&gt;
&lt;br /&gt;
The doppelgangers dissolve after 3 rounds.&lt;br /&gt;
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.&lt;br /&gt;
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.&lt;br /&gt;
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wrath of the Moon&lt;br /&gt;
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.&lt;br /&gt;
&lt;br /&gt;
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.&lt;br /&gt;
&lt;br /&gt;
If the target is a living being: D5+3 Damage&lt;br /&gt;
&lt;br /&gt;
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The caster summons the max amount of shards.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
&lt;br /&gt;
A player target can only be hit by 1 shard.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Tempestacy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spark&lt;br /&gt;
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.&lt;br /&gt;
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.&lt;br /&gt;
|Succ = The target is stunned for the maximum amount of time.&lt;br /&gt;
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Storm Armor&lt;br /&gt;
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind that acts as armor for the user. This armor is as effective as a layer of leather armor surrounding their entire body. After the first strike that seriously damages the user, the user loses their Sky Spirit's Armour, causing a wave of air to rush away from them, knocking anyone within two meters of them back by one meter.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back around d5 blocks and unable to attack you for one round. This armor lasts until the caster gets takes 3 damage total.&lt;br /&gt;
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The attacker is knocked away for D10 blocks instead of a D5. The total damage the armor can sustain is 5 damage instead of 3.&lt;br /&gt;
|RedLines = The caster can't cast another spell while being in their Storm Armor. The armor can be destroyed by ranged weaponry and magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunder Cloud Prison&lt;br /&gt;
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequence.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. Everyone moving through that area must perform a D20 intelligence check.&lt;br /&gt;
&lt;br /&gt;
If they roll a 12 or higher, they can move half their usual movement speed without taking damage.&lt;br /&gt;
&lt;br /&gt;
If they roll below a 12, they can move at their full movement speed but will take 1 damage of lightning for each block traveled through the prison.&lt;br /&gt;
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.&lt;br /&gt;
|Succ = The prison stays for the maximum amount of rounds, and the intelligence check is upped to 14.&lt;br /&gt;
|RedLines = Allies are also stuck in this prison though Tempestacy mages are immune to the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lightning Strike&lt;br /&gt;
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.&lt;br /&gt;
&lt;br /&gt;
1 = The attack will shock the target for one round, making them unable to attack on their next turn.&lt;br /&gt;
&lt;br /&gt;
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin.&lt;br /&gt;
&lt;br /&gt;
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning.&lt;br /&gt;
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.&lt;br /&gt;
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.&lt;br /&gt;
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tempest Form&lt;br /&gt;
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcest&lt;br /&gt;
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.&lt;br /&gt;
&lt;br /&gt;
These effects last for 2D2 rounds.&lt;br /&gt;
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.&lt;br /&gt;
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunderous Roar&lt;br /&gt;
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.&lt;br /&gt;
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.&lt;br /&gt;
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.&lt;br /&gt;
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Chain Lightning&lt;br /&gt;
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.&lt;br /&gt;
&lt;br /&gt;
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.&lt;br /&gt;
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.&lt;br /&gt;
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Calling of the Storm&lt;br /&gt;
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.&lt;br /&gt;
&lt;br /&gt;
The mage can move freely anywhere within this area during their movement turn.&lt;br /&gt;
&lt;br /&gt;
Any players on horseback are knocked off their horses instantly.&lt;br /&gt;
&lt;br /&gt;
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilites ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cloud&lt;br /&gt;
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. &lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.&lt;br /&gt;
|RedLines = The healing effect is not applicable in combat. &lt;br /&gt;
&lt;br /&gt;
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. &lt;br /&gt;
&lt;br /&gt;
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Lightning Reflexes (Tempestacy Only)&lt;br /&gt;
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.&lt;br /&gt;
|RedLines = This is a passive ability, not an active one. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cleansing Aura (Lunarmancy Only)&lt;br /&gt;
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. &lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.&lt;br /&gt;
&lt;br /&gt;
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.&lt;br /&gt;
|RedLines = The blinding effect of this ability has a 2 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4034</id>
		<title>Aeromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4034"/>
		<updated>2023-06-17T09:18:37Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Additional Abilites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aeromancy&lt;br /&gt;
| Image = AeromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aether, the realm of the nine Winds&lt;br /&gt;
| Cast = Catalyst - Opal Gem&lt;br /&gt;
| Paths = Lunarmancy '''·''' Tempestacy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. &lt;br /&gt;
&lt;br /&gt;
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.&lt;br /&gt;
&lt;br /&gt;
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. Each level requires a bonding trial to empower the spellcaster. Bonding trials can only occur in the season in which the magic has an intrinsic relationship. For Aeromancy, this is Lilith's Veil. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up twice every IC year during their primal season, Lilith's Veil, or the one opposing that for Aeromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aeromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aether Seer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Tempest Explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Storm Mage&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Tempest Tamer&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Moonlit Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Lunarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lunaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Blast&lt;br /&gt;
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When utilizing this spell, and it is a successful roll, the caster rolls a D3 to see how strong the impact of the blast is. The target takes double the roll result in knockback.&lt;br /&gt;
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.&lt;br /&gt;
|Succ = Instead of rolling a D2, the caster is allowed to roll 2D2 instead. The knockback is triple the total roll result.&lt;br /&gt;
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Shear&lt;br /&gt;
|Desc = The caster manipulates the winds with Aether energy to turn the wind into small knives that can be hurled toward enemies or used for cutting vegetables&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates D4 small knives of air that float around them and will shoot them toward the enemies within range.&lt;br /&gt;
&lt;br /&gt;
Once the spell is cast successfully, the caster shouts how many knives to go toward which enemy. All the knives are used during the attack, each dealing D2 damage.&lt;br /&gt;
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.&lt;br /&gt;
|Succ = The full amount of knives is summoned.&lt;br /&gt;
|RedLines = Only 2 knives may target a single enemy simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Head Wind&lt;br /&gt;
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster causes a headwind that last 3 rounds in the backs of themselves and their allies up to 3 people total. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. &lt;br /&gt;
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.&lt;br /&gt;
|Succ = The effect is strengthened and adds 3 meters instead of 2.&lt;br /&gt;
|RedLines = The caster has to emote in their casting emote who is affected by the spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind familiar&lt;br /&gt;
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement blocks to the caster. &lt;br /&gt;
|Fail = The familiar doesn’t show up.&lt;br /&gt;
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.&lt;br /&gt;
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Tunnel&lt;br /&gt;
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel.&lt;br /&gt;
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take D2 damage on the way. &lt;br /&gt;
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cyclone Sphere&lt;br /&gt;
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to a target of choice. When sent at a target, the target has to roll a D20 agility. If the roll was below the caster's casting roll, the projectile hits and does 1 damage. A 20 or above will always dodge the incoming attack. The sphere is able to block level 1 spells, unbinding them.&lt;br /&gt;
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Bound&lt;br /&gt;
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.&lt;br /&gt;
&lt;br /&gt;
Once bound, the target can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ strength roll will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.&lt;br /&gt;
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.&lt;br /&gt;
|RedLines = The caster cannot cast any other spells if this spell is still active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Guiding Winds&lt;br /&gt;
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
# Forward Gust: Double the range of the missile attack.&lt;br /&gt;
&lt;br /&gt;
# Downward Gust: The damage of the missile attack is +2 if successful.&lt;br /&gt;
&lt;br /&gt;
#Guiding Gust: Increase attack rolls for the projectile by 2&lt;br /&gt;
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.&lt;br /&gt;
|RedLines = This spell cannot be used on magical projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aero Whip&lt;br /&gt;
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.&lt;br /&gt;
&lt;br /&gt;
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 20 or above will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
&lt;br /&gt;
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.&lt;br /&gt;
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.&lt;br /&gt;
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aether Palm&lt;br /&gt;
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:&lt;br /&gt;
&lt;br /&gt;
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 6 meters and take D2+2 damage.&lt;br /&gt;
&lt;br /&gt;
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D2+2 damage.&lt;br /&gt;
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.&lt;br /&gt;
|Succ = The hand does full damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Apex Tornado&lt;br /&gt;
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.&lt;br /&gt;
&lt;br /&gt;
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.&lt;br /&gt;
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.&lt;br /&gt;
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.&lt;br /&gt;
|RedLines = This spell must be cast in the presence of a loremaster. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Lunarmancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkness&lt;br /&gt;
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates an area of pure darkness in a 10x10 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, including the caster.&lt;br /&gt;
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for the maximum time and is increased to a 12x12 area.&lt;br /&gt;
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlit Veil&lt;br /&gt;
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.&lt;br /&gt;
&lt;br /&gt;
The spell stays active for D3+3 rounds and will then automatically crumble.&lt;br /&gt;
&lt;br /&gt;
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.&lt;br /&gt;
|Fail = The spell will fail, causing the veil to fall apart.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time.&lt;br /&gt;
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Judgement&lt;br /&gt;
|Desc =  Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes supercooled, causing freeze burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = If hit by the attack, the enemy will receive D3 damage. They will also receive a slow of -4 meters for 2 rounds.&lt;br /&gt;
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.&lt;br /&gt;
|Succ = The spell is empowered and deals D3+2 damage instead.&lt;br /&gt;
|RedLines = The enemy needs to be in the open for the attack to hit them. The attack can't supercool any material besides the worn materials of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Dream Touch&lt;br /&gt;
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:&lt;br /&gt;
&lt;br /&gt;
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.&lt;br /&gt;
&lt;br /&gt;
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 20+ intelligence roll will always cause the target to wake up.&lt;br /&gt;
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.&lt;br /&gt;
|Succ = The spell will heal or damage by 2 rather than D2.&lt;br /&gt;
|RedLines = You cannot check someone's memories using this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crescent Slash&lt;br /&gt;
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile.&lt;br /&gt;
&lt;br /&gt;
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.&lt;br /&gt;
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.&lt;br /&gt;
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hallowed Grounds&lt;br /&gt;
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.&lt;br /&gt;
&lt;br /&gt;
The caster can make a casting of Hallowed Grounds indefinite via Loremaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.&lt;br /&gt;
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.&lt;br /&gt;
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.&lt;br /&gt;
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. &lt;br /&gt;
&lt;br /&gt;
If the land or the item in question is destroyed, the effects of this spell are as well. A Loremaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lunar Doppelganger&lt;br /&gt;
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.&lt;br /&gt;
&lt;br /&gt;
The doppelgangers dissolve after 3 rounds.&lt;br /&gt;
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.&lt;br /&gt;
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.&lt;br /&gt;
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wrath of the Moon&lt;br /&gt;
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.&lt;br /&gt;
&lt;br /&gt;
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.&lt;br /&gt;
&lt;br /&gt;
If the target is a living being: D5+3 Damage&lt;br /&gt;
&lt;br /&gt;
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The caster summons the max amount of shards.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
&lt;br /&gt;
A player target can only be hit by 1 shard.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Tempestacy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spark&lt;br /&gt;
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.&lt;br /&gt;
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.&lt;br /&gt;
|Succ = The target is stunned for the maximum amount of time.&lt;br /&gt;
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Storm Armor&lt;br /&gt;
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind that acts as armor for the user. This armor is as effective as a layer of leather armor surrounding their entire body. After the first strike that seriously damages the user, the user loses their Sky Spirit's Armour, causing a wave of air to rush away from them, knocking anyone within two meters of them back by one meter.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back around d5 blocks and unable to attack you for one round. This armor lasts until the caster gets takes 3 damage total.&lt;br /&gt;
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The attacker is knocked away for D10 blocks instead of a D5. The total damage the armor can sustain is 5 damage instead of 3.&lt;br /&gt;
|RedLines = The caster can't cast another spell while being in their Storm Armor. The armor can be destroyed by ranged weaponry and magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunder Cloud Prison&lt;br /&gt;
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequence.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. Everyone moving through that area must perform a D20 intelligence check.&lt;br /&gt;
&lt;br /&gt;
If they roll a 12 or higher, they can move half their usual movement speed without taking damage.&lt;br /&gt;
&lt;br /&gt;
If they roll below a 12, they can move at their full movement speed but will take 1 damage of lightning for each block traveled through the prison.&lt;br /&gt;
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.&lt;br /&gt;
|Succ = The prison stays for the maximum amount of rounds, and the intelligence check is upped to 14.&lt;br /&gt;
|RedLines = Allies are also stuck in this prison though Tempestacy mages are immune to the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lightning Strike&lt;br /&gt;
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.&lt;br /&gt;
&lt;br /&gt;
1 = The attack will shock the target for one round, making them unable to attack on their next turn.&lt;br /&gt;
&lt;br /&gt;
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin.&lt;br /&gt;
&lt;br /&gt;
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning.&lt;br /&gt;
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.&lt;br /&gt;
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.&lt;br /&gt;
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tempest Form&lt;br /&gt;
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcest&lt;br /&gt;
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.&lt;br /&gt;
&lt;br /&gt;
These effects last for 2D2 rounds.&lt;br /&gt;
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.&lt;br /&gt;
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunderous Roar&lt;br /&gt;
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.&lt;br /&gt;
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.&lt;br /&gt;
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.&lt;br /&gt;
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Chain Lightning&lt;br /&gt;
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.&lt;br /&gt;
&lt;br /&gt;
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.&lt;br /&gt;
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.&lt;br /&gt;
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Calling of the Storm&lt;br /&gt;
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.&lt;br /&gt;
&lt;br /&gt;
The mage can move freely anywhere within this area during their movement turn.&lt;br /&gt;
&lt;br /&gt;
Any players on horseback are knocked off their horses instantly.&lt;br /&gt;
&lt;br /&gt;
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilites ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cloud&lt;br /&gt;
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. &lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.&lt;br /&gt;
|RedLines = The healing effect is not applicable in combat. &lt;br /&gt;
&lt;br /&gt;
If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage. &lt;br /&gt;
&lt;br /&gt;
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Lightning Reflexes (Tempestacy Only)&lt;br /&gt;
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.&lt;br /&gt;
|RedLines = This is a passive ability, not an active one. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cleansing Aura (Lunarmancy Only)&lt;br /&gt;
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. &lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.&lt;br /&gt;
&lt;br /&gt;
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.&lt;br /&gt;
|RedLines = The blinding effect of this ability has a 2 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4033</id>
		<title>Aeromancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aeromancy&amp;diff=4033"/>
		<updated>2023-06-17T09:14:28Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aeromancy&lt;br /&gt;
| Image = AeromancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aether, the realm of the nine Winds&lt;br /&gt;
| Cast = Catalyst - Opal Gem&lt;br /&gt;
| Paths = Lunarmancy '''·''' Tempestacy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools. &lt;br /&gt;
&lt;br /&gt;
The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.&lt;br /&gt;
&lt;br /&gt;
After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. Each level requires a bonding trial to empower the spellcaster. Bonding trials can only occur in the season in which the magic has an intrinsic relationship. For Aeromancy, this is Lilith's Veil. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3&lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when Lilith's Veil or Eden's Shine arrives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up twice every IC year during their primal season, Lilith's Veil, or the one opposing that for Aeromancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aeromancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aether Seer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus. The caster can now choose a path.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Tempestacy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Tempest Explorer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Storm Mage&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Tempest Tamer&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Lunarmancy ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Unlocked Spells'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Moonlit Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Lunarmancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Lunaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Blast&lt;br /&gt;
|Desc = The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = When utilizing this spell, and it is a successful roll, the caster rolls a D3 to see how strong the impact of the blast is. The target takes double the roll result in knockback.&lt;br /&gt;
|Fail = The attack isn't able to reach the target or misses the target, resulting in losing this attack.&lt;br /&gt;
|Succ = Instead of rolling a D2, the caster is allowed to roll 2D2 instead. The knockback is triple the total roll result.&lt;br /&gt;
|RedLines = This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Shear&lt;br /&gt;
|Desc = The caster manipulates the winds with Aether energy to turn the wind into small knives that can be hurled toward enemies or used for cutting vegetables&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates D4 small knives of air that float around them and will shoot them toward the enemies within range.&lt;br /&gt;
&lt;br /&gt;
Once the spell is cast successfully, the caster shouts how many knives to go toward which enemy. All the knives are used during the attack, each dealing D2 damage.&lt;br /&gt;
|Fail = The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.&lt;br /&gt;
|Succ = The full amount of knives is summoned.&lt;br /&gt;
|RedLines = Only 2 knives may target a single enemy simultaneously.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Head Wind&lt;br /&gt;
|Desc = The caster casts a strong headwind, causing them and their allies to be unmoved.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster causes a headwind that last 3 rounds in the backs of themselves and their allies up to 3 people total. This allows those affected by the spell to add 2 meters of movement to their 4 free meters. &lt;br /&gt;
|Fail = The caster attempts to change the winds but causes a nice breeze to engulf the area.&lt;br /&gt;
|Succ = The effect is strengthened and adds 3 meters instead of 2.&lt;br /&gt;
|RedLines = The caster has to emote in their casting emote who is affected by the spell. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind familiar&lt;br /&gt;
|Desc = Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement blocks to the caster. &lt;br /&gt;
|Fail = The familiar doesn’t show up.&lt;br /&gt;
|Succ = The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.&lt;br /&gt;
|RedLines = Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Tunnel&lt;br /&gt;
|Desc = The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel.&lt;br /&gt;
|Fail = The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The blast of wind is particularly strong, blowing back all targets back and letting them take D2 damage on the way. &lt;br /&gt;
|RedLines = Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cyclone Sphere&lt;br /&gt;
|Desc = Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 9&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to a target of choice. When sent at a target, the target has to roll a D20 agility. If the roll was below the caster's casting roll, the projectile hits and does 1 damage. A 20 or above will always dodge the incoming attack. The sphere is able to block level 1 spells, unbinding them.&lt;br /&gt;
|Fail = The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.&lt;br /&gt;
|Succ = The spell lasts for the maximum amount of rounds.&lt;br /&gt;
|RedLines = While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wind Bound&lt;br /&gt;
|Desc = The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.&lt;br /&gt;
&lt;br /&gt;
Once bound, the target can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ strength roll will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.&lt;br /&gt;
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.&lt;br /&gt;
|RedLines = The caster cannot cast any other spells if this spell is still active.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Guiding Winds&lt;br /&gt;
|Desc = The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:&lt;br /&gt;
&lt;br /&gt;
# Forward Gust: Double the range of the missile attack.&lt;br /&gt;
&lt;br /&gt;
# Downward Gust: The damage of the missile attack is +2 if successful.&lt;br /&gt;
&lt;br /&gt;
#Guiding Gust: Increase attack rolls for the projectile by 2&lt;br /&gt;
|Fail = Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.&lt;br /&gt;
|Succ = Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.&lt;br /&gt;
|RedLines = This spell cannot be used on magical projectiles.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aero Whip&lt;br /&gt;
|Desc = A whip made out of the air infused with Aether energy that can be used to bind or attack.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.&lt;br /&gt;
&lt;br /&gt;
They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 20 or above will always free the target from being bound, no matter what the casting roll was.&lt;br /&gt;
&lt;br /&gt;
They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.&lt;br /&gt;
|Succ = The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.&lt;br /&gt;
|RedLines = The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aether Palm&lt;br /&gt;
|Desc = Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:&lt;br /&gt;
&lt;br /&gt;
The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 6 meters and take D2+2 damage.&lt;br /&gt;
&lt;br /&gt;
The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D2+2 damage.&lt;br /&gt;
|Fail = The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.&lt;br /&gt;
|Succ = The hand does full damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Apex Tornado&lt;br /&gt;
|Desc = The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.&lt;br /&gt;
&lt;br /&gt;
After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.&lt;br /&gt;
|Fail = The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.&lt;br /&gt;
|Succ = The tornado stays for an extra round reaching a maximum of 30 meters from the caster.&lt;br /&gt;
|RedLines = This spell must be cast in the presence of a loremaster. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Lunarmancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Darkness&lt;br /&gt;
|Desc = The caster creates an area of darkness that even creatures with Nightvision cannot see through.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates an area of pure darkness in a 10x10 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, including the caster.&lt;br /&gt;
|Fail = The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.&lt;br /&gt;
|Succ = The spell stays for the maximum time and is increased to a 12x12 area.&lt;br /&gt;
|RedLines = Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Moonlit Veil&lt;br /&gt;
|Desc = Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.&lt;br /&gt;
&lt;br /&gt;
The spell stays active for D3+3 rounds and will then automatically crumble.&lt;br /&gt;
&lt;br /&gt;
Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.&lt;br /&gt;
|Fail = The spell will fail, causing the veil to fall apart.&lt;br /&gt;
|Succ = The spell stays for the maximum amount of time.&lt;br /&gt;
|RedLines = The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Judgement&lt;br /&gt;
|Desc =  Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone, and all metal on their person becomes supercooled, causing freeze burns and requiring them to take it off. Once taken off, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = If hit by the attack, the enemy will receive D3 damage. They will also receive a slow of -4 meters for 2 rounds.&lt;br /&gt;
|Fail = Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.&lt;br /&gt;
|Succ = The spell is empowered and deals D3+2 damage instead.&lt;br /&gt;
|RedLines = The enemy needs to be in the open for the attack to hit them. The attack can't supercool any material besides the worn materials of the enemy.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Dream Touch&lt;br /&gt;
|Desc = The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:&lt;br /&gt;
&lt;br /&gt;
Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.&lt;br /&gt;
&lt;br /&gt;
Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 20+ intelligence roll will always cause the target to wake up.&lt;br /&gt;
|Fail = The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.&lt;br /&gt;
|Succ = The spell will heal or damage by 2 rather than D2.&lt;br /&gt;
|RedLines = You cannot check someone's memories using this spell.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Crescent Slash&lt;br /&gt;
|Desc = The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile.&lt;br /&gt;
&lt;br /&gt;
If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.&lt;br /&gt;
|Fail = The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.&lt;br /&gt;
|Succ = The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Hallowed Grounds&lt;br /&gt;
|Desc = By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.&lt;br /&gt;
&lt;br /&gt;
The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.&lt;br /&gt;
&lt;br /&gt;
The caster can make a casting of Hallowed Grounds indefinite via Loremaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.&lt;br /&gt;
|Fail = The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.&lt;br /&gt;
|Succ = Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.&lt;br /&gt;
|RedLines = Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. &lt;br /&gt;
&lt;br /&gt;
If the land or the item in question is destroyed, the effects of this spell are as well. A Loremaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lunar Doppelganger&lt;br /&gt;
|Desc = The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.&lt;br /&gt;
&lt;br /&gt;
The doppelgangers dissolve after 3 rounds.&lt;br /&gt;
|Fail = The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.&lt;br /&gt;
|Succ = More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.&lt;br /&gt;
|RedLines = Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wrath of the Moon&lt;br /&gt;
|Desc = The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.&lt;br /&gt;
&lt;br /&gt;
After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.&lt;br /&gt;
&lt;br /&gt;
If the target is a living being: D5+3 Damage&lt;br /&gt;
&lt;br /&gt;
If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The caster summons the max amount of shards.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
&lt;br /&gt;
A player target can only be hit by 1 shard.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Tempestacy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spark&lt;br /&gt;
|Desc = The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.&lt;br /&gt;
|Fail = The electricity is too much for the caster, causing an electric shock to course through their hand.&lt;br /&gt;
|Succ = The target is stunned for the maximum amount of time.&lt;br /&gt;
|RedLines = You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Storm Armor&lt;br /&gt;
|Desc = The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind that acts as armor for the user. This armor is as effective as a layer of leather armor surrounding their entire body. After the first strike that seriously damages the user, the user loses their Sky Spirit's Armour, causing a wave of air to rush away from them, knocking anyone within two meters of them back by one meter.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back around d5 blocks and unable to attack you for one round. This armor lasts until the caster gets takes 3 damage total.&lt;br /&gt;
|Fail = The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.&lt;br /&gt;
|Succ = The attacker is knocked away for D10 blocks instead of a D5. The total damage the armor can sustain is 5 damage instead of 3.&lt;br /&gt;
|RedLines = The caster can't cast another spell while being in their Storm Armor. The armor can be destroyed by ranged weaponry and magic.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunder Cloud Prison&lt;br /&gt;
|Desc = The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequence.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. Everyone moving through that area must perform a D20 intelligence check.&lt;br /&gt;
&lt;br /&gt;
If they roll a 12 or higher, they can move half their usual movement speed without taking damage.&lt;br /&gt;
&lt;br /&gt;
If they roll below a 12, they can move at their full movement speed but will take 1 damage of lightning for each block traveled through the prison.&lt;br /&gt;
|Fail = The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.&lt;br /&gt;
|Succ = The prison stays for the maximum amount of rounds, and the intelligence check is upped to 14.&lt;br /&gt;
|RedLines = Allies are also stuck in this prison though Tempestacy mages are immune to the effects.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Lightning Strike&lt;br /&gt;
|Desc = This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.&lt;br /&gt;
&lt;br /&gt;
1 = The attack will shock the target for one round, making them unable to attack on their next turn.&lt;br /&gt;
&lt;br /&gt;
2 = The attack will shock the target for two rounds, causing medium burns on the target's skin.&lt;br /&gt;
&lt;br /&gt;
3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning.&lt;br /&gt;
|Fail = The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.&lt;br /&gt;
|Succ = The caster's attack will stun the target for one more round, no matter what number rolled.&lt;br /&gt;
|RedLines = The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tempest Form&lt;br /&gt;
|Desc = The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = Selfcest&lt;br /&gt;
|Damage = The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.&lt;br /&gt;
&lt;br /&gt;
These effects last for 2D2 rounds.&lt;br /&gt;
|Fail = The caster falls from the skies as the winds surrounding them fall apart. No effects happen.&lt;br /&gt;
|Succ = Use a 2D2+2 to determine the number of active rounds instead of a 2D2.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Thunderous Roar&lt;br /&gt;
|Desc = Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.&lt;br /&gt;
|Fail = The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.&lt;br /&gt;
|Succ = If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.&lt;br /&gt;
|RedLines = This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Chain Lightning&lt;br /&gt;
|Desc = The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.&lt;br /&gt;
&lt;br /&gt;
3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.&lt;br /&gt;
|Fail = The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.&lt;br /&gt;
|Succ = The chain effect is increased to 4 additional strikes within 7 meters of the original target.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Calling of the Storm&lt;br /&gt;
|Desc = The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.&lt;br /&gt;
&lt;br /&gt;
The mage can move freely anywhere within this area during their movement turn.&lt;br /&gt;
&lt;br /&gt;
Any players on horseback are knocked off their horses instantly.&lt;br /&gt;
&lt;br /&gt;
Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.&lt;br /&gt;
|Fail = The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.&lt;br /&gt;
|Succ = The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.&lt;br /&gt;
|RedLines = This spell can only be used when supervised by a loremaster/event team member.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilites ==&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cloud&lt;br /&gt;
|Desc = The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries. &lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Effect = The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.&lt;br /&gt;
|RedLines = The healing effect is not applicable in combat. &lt;br /&gt;
&lt;br /&gt;
If the cloud is slain, the ability goes on cooldown for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Lightning Reflexes (Tempestacy Only)&lt;br /&gt;
|Desc = When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.&lt;br /&gt;
|RedLines = This is a passive ability, not an active one. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Cleansing Aura (Lunarmancy Only)&lt;br /&gt;
|Desc = Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages. &lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Effect = A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.&lt;br /&gt;
&lt;br /&gt;
Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.&lt;br /&gt;
|RedLines = The blinding effect of this ability has a 2 round cooldown.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dark_Elves&amp;diff=4015</id>
		<title>Dark Elves</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dark_Elves&amp;diff=4015"/>
		<updated>2023-06-13T12:54:22Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Life &amp;amp; Reproduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Sultan Sig'Vyl Al-Buthara.jpg&lt;br /&gt;
|Name = Azari'lunn (Dark Elves)&lt;br /&gt;
|Nicknames = Children of the Night&lt;br /&gt;
|Languages = Azari Linguae, Anjyarri, Common&lt;br /&gt;
|Height = 1.60m - 2.20m (5’3&amp;quot; - 7’3&amp;quot;)&lt;br /&gt;
|Weight = 60kg to 90kg (132lbs - 198lbs)&lt;br /&gt;
|Land = [[The Empire of Anjyarr]]&lt;br /&gt;
|Capital = Al-Khadir (city)&lt;br /&gt;
|STR = +2&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
The deadliest blow is delivered from the shadows. None know this&lt;br /&gt;
better than the Azari'lunn, they who have drenched the glade of&lt;br /&gt;
dragons in the blood of countless amounts of ‘cill and pretender&lt;br /&gt;
Kings of the Azari people.&lt;br /&gt;
&lt;br /&gt;
Let the Azari'cill and the Humans of the Empire shake the earth&lt;br /&gt;
beneath the tread of colossal armies, playing out their ancient&lt;br /&gt;
hatred upon a hundred war fronts. Let the Orcs of the red wastes&lt;br /&gt;
and the pretender kings of Al-Khadir indulge in primitive savagery.&lt;br /&gt;
Burning and pillaging in an aimless, mindless orgy of destruction.&lt;br /&gt;
&lt;br /&gt;
Amid such calamity, there is a golden opportunity – And&lt;br /&gt;
the Azari’lunn ambitions transcend mere conquest. While our&lt;br /&gt;
enemies tear themselves to bloody shreds upon the spears and&lt;br /&gt;
blades of their rivals, the Azari’lunn will play a more subtle game. Deceit and deception shall&lt;br /&gt;
be our weapons, betrayal our most potent poison.&lt;br /&gt;
&lt;br /&gt;
Bonds will be broken, alliances will be shattered, and powerful enemies made. And when the&lt;br /&gt;
dust settles, the Azari’lunn will be left standing.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
The Azari'lunn, as they call themselves, are, just behind the high elves, who have a slightly taller average height, the tallest race inhabiting Eden. The men grow to an astonishing maximum height of 220cm, while the women reach a still impressive maximum height of 205cm. &lt;br /&gt;
&lt;br /&gt;
Dark elves have dark gray-purple skin, often bordering black tones. Rarely though, more pale skin tones are seen due to crossbreeding with other elven races. Their hair is also mostly colored black or in similar dark tones, but sometimes there are bleach-white hair colors.&lt;br /&gt;
&lt;br /&gt;
Their eye color comprises a range of shades from blue to purple and even yellow. Their ears are comparatively long and pointy, growing to a length of up to 25 cm. Due to this being a feature exclusive to the dark elven race, extremely long ears are considered a sign of superior wisdom. &lt;br /&gt;
&lt;br /&gt;
Male dark elves are surprisingly often hard to tell apart from their female counterparts, owing mostly to the fact that they are, as all elven races, unable to grow facial hair.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
Elves generally speak the common tongue. This language has been adopted and normalized in Elven culture through its extreme popularity. A dialect has sprung up in Aerial from a combination of Ancient Elvish and the common tongue. The ancient elven language is a mostly forgotten one. Scholars in Aerial are trying to rediscover their ancient language and bring it back to the vocabulary of the Elves.&lt;br /&gt;
&lt;br /&gt;
'''Often used ancient elven words that found their way into common speech:'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Vale&lt;br /&gt;
|Hello/Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vale’tar &lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Fílo(s)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Azari &lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Azari’cill&lt;br /&gt;
|High Elf/Pure Elf&lt;br /&gt;
|-&lt;br /&gt;
|Azari’cerr&lt;br /&gt;
|Wood Elf/Wild Elf&lt;br /&gt;
|-&lt;br /&gt;
|Azari’lunn&lt;br /&gt;
|Dark Elf/Moon Elf&lt;br /&gt;
|-&lt;br /&gt;
|Azari’soll&lt;br /&gt;
|Fire Elf/Sun Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dur’arum&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Vari(s)&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Ghesiri(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|De’nevir&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Therri’cill&lt;br /&gt;
|Guardian of Purity/King&lt;br /&gt;
|-&lt;br /&gt;
|Aeri’cill&lt;br /&gt;
|Mother of Purity/Queen&lt;br /&gt;
|-&lt;br /&gt;
|Pricecilus&lt;br /&gt;
|Prince&lt;br /&gt;
|-&lt;br /&gt;
|Pricecili&lt;br /&gt;
|Princess&lt;br /&gt;
|-&lt;br /&gt;
|Nobicilus&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Visera&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Ar’mágoi’cilus&lt;br /&gt;
|Arch-Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|Ar’mágoi&lt;br /&gt;
|Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|Scinar(i)’cilus&lt;br /&gt;
|High Priest(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Scinari&lt;br /&gt;
|Priestess&lt;br /&gt;
|-&lt;br /&gt;
|Scinar&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Scini &lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Scin&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Bessi’inn&lt;br /&gt;
|Blessed one&lt;br /&gt;
|-&lt;br /&gt;
|Kerri’lunn&lt;br /&gt;
|Bringer of Night&lt;br /&gt;
|-&lt;br /&gt;
|Medi’cilus&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
“Cilus” is a word without a specified meaning. When someone bears a title with the word “Cilus” in it, it is generally seen as a high-ranking person.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Structure of Elven Society&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The Azari'lunn people are extremely loyal to each other as they want to see their own race strive and work together to improve. Dark elves often stick together and live near each other because they always want to be with the people they trust. They believe a community is only as strong as its weakest member, so they take great measures to elevate each other. This can be seen in their dedication to training the next generation and assisting in work. Although he couldn't give them a better life, their god, Fineall, only wanted what was best for his children. &lt;br /&gt;
&lt;br /&gt;
The Azari’lunn wish to defy their kin by being the superior Azari. They are determined, striving to be the best they can be and bringing out the best in others. The Azari'Lunn are known for having good leadership traits such as; integrity and communication. This is good for the Azari'lunn but also means they do not like following orders from outsiders, especially from the other elves. In these instances, they can come across as prideful and vindictive. &lt;br /&gt;
&lt;br /&gt;
While dark elves are loyal to their race, they are even more loyal to themselves. Having survived the attempted genocide by their fellow elven kin, the dark elves perceive self-love as self-preservation and, therefore, its own act of defiance. As a result, their culture encourages one to pursue mental and physical well-being. Dark elves often surround themselves with things that make them happy, such as fine jewelry, fabrics, and pleasant iconography. In the interest of furthering one's position, dark elves are encouraged to be subtle and resourceful, as the aim is to not resort to violence as their elven kin had. This makes dark elves extremely effective salesmen and politicians. &lt;br /&gt;
&lt;br /&gt;
While loyal and dedicated to each other, dark elves can come across as cunning and vindictive when interacting with outsiders, especially their elven kin. Their values of self-preservation result in being defensive against potential threats. As the Azari'lunn praise cunning and resourcefulness amongst themselves, they are just as wary of it in outsiders. But should their trust be earned, a dark elf is a devoted ally for generations to come. Should one break that trust, they become a very dangerous enemy. &lt;br /&gt;
&lt;br /&gt;
You will often find dark elves being jewelers and tailors. Most of a dark elf's wage will often go back into their well-being and their appearance by purchasing more clothing, jewels, or items that could go into the manufacturing of more materialistic items. The Azari’lunn are a very social race due to their trades. The dark elves are good salesmen and are very persuasive. This is because they influence the Khadan people, the Al-Khadir humans have helped the Azari'lunn adapt more to the Al-Khadir society.&lt;br /&gt;
&lt;br /&gt;
Another part of the Azari’lunn is their markings, this is because they get markings (tattoos) of symbols that have all different meanings to themselves, their family, and their line of work &lt;br /&gt;
&lt;br /&gt;
These markings are so that other Dark elves can see and understand more about a person from these markings. Thus, they do not want to be associated with the High Elves; the dark elves do not care for impurities or differences like the high elves. These markings could mean many things, the most common ones are when a dark elf is married, each of the betrothed gets the same mark somewhere on their body that signifies that they are one. There are markings to show age and standing in the ranks.  The nobles of their nations have markings of white to stand out amongst the other people to show that they should be spoken to with the utmost respect.&lt;br /&gt;
&lt;br /&gt;
Criminals also have markings, this helps people know who can be trusted and who to watch out for. &lt;br /&gt;
&lt;br /&gt;
The Azari’lunn are often extremely Vindictive though this isn't always the case. This ties back to the Civil war, the other Azari races blamed them for most things, and after the Azari were unable to remove the ‘lunn , they were exiled.&lt;br /&gt;
&lt;br /&gt;
The Dark elves are big on celebrations, they love coming together as a race to celebrate how far they have come from being the abominations and the outcasts, and now they are a striving race living alongside the humans of Al-Khadir. These elves love music, festivals, food, and all the likes that come along with them. Often their festivals will include a feast and a dance. The Azari’lunn love music and dance, so many festivals will have this included. Do not be shocked if music is played somewhere and a group of dark elves appears out of nowhere. The feast will most likely have some form of sacrifice in which elves in higher standing will get the first choice. One of the main reasons the dark elves love to hold festivals and celebrations is because it is an excuse to put on their fine clothes and fancy jewels and share this time together.&lt;br /&gt;
&lt;br /&gt;
'''Holidays and Celebrations'''&lt;br /&gt;
&lt;br /&gt;
*'''Mereth'''&lt;br /&gt;
&lt;br /&gt;
:: A feast that celebrates generations that lived and those that are to come. The entire village will often sit and prepare special dishes during this feast. Each household must prepare at least two dishes of their chosen specialty and share food, and a massive gathering will occur.&lt;br /&gt;
&lt;br /&gt;
*'''Linnas'''&lt;br /&gt;
&lt;br /&gt;
:: A massive parade, a big part of the Azari’lunn’s calendar, is held to celebrate their music and wealth. This means they all dress up in their finest clothing and parade around listening and dancing to the music being played. The music is often from lutes or a drum, their music is very upbeat, and the dances are much more lively.&lt;br /&gt;
&lt;br /&gt;
*'''Gwinnig'''&lt;br /&gt;
&lt;br /&gt;
:: This festival will celebrate new life and elven fertility. Much like the High elves, reproduction is important to the Dark elves. This is why Gwinnig is a festival that takes place three times per elven year to celebrate the younger elves and the fertility of an elf.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Romance is often seen in the Azari’lunn culture because they can be lustful. The ‘lunn are a very social race, and proof of this is that when a marriage is seen in society, a massive celebration is held in the newlywed's honor. A wedding celebration takes place over three weeks, excluding the engagement months.&lt;br /&gt;
&lt;br /&gt;
'''Weddings'''&lt;br /&gt;
&lt;br /&gt;
A massive feast in honor of both families, where the village prepares food and beverages as gifts for the couple, wishing them power and wealth in their marriage and future generations. The marking ritual is a ceremony that takes place a few days before the wedding. During this ceremony, The bride and groom are marked with similar markings/tattoos symbolizing their love, dedication, and loyalty to one another. During the wedding ceremony, a horse provided by the bride's family is slaughtered, and the blood is consumed by both the bride and groom to symbolize prosperity, growth, and loyalty. The wedding party is a massive festival that takes up 3 whole days; during this, there is an animal sacrifice, a feast, music, and dancing&lt;br /&gt;
&lt;br /&gt;
Divorce is allowed in the race if either of the partners no longer wishes to be married, but this is rarely the case for a betrothed couple&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Dark Elves, as they are a race blessed by Fineall, age similarly to the other elven races found in Eden. The first 84 common years of an elven life are spent growing up like any other elven race until they reach adulthood at 21 elven years. However, after that, Elves are long-lived creatures. They don't show any major signs of aging processes until around 400. After the regular aging process has started, elves still live up to a hundred years, with most dying between 440 and 500 years of age. Reproduction is quite important all throughout Azari’lunn Society. Family is often a huge factor even though Romance isn't. A ‘lunn is often very loyal to their family and will put their life on the line for them. Dark elves are usually fertile for around one week yearly, as all elven races share the same reproduction cycle. In honor of a family's pregnancy, a celebration will be held. During a dark elf's pregnancy, the pregnant elf will often pray daily to the son, Fineall. This is seen as respectful, and doing this will signify the baby's bravery, loyalty, and health.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Death for the Azari Lunn is often a very sad time for close friends and family. There will be a period where the people will come together for the deceased's family and help out in any way they can. The dark elves would like to see the good in death. This would mean they would mourn the death but then celebrate the life because they believe in death they would go and be with their God Fineall. Most elves can see that the deceased is going to be in a happier place. They would celebrate the achievements and what they accomplished in their life. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Funeral&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Bathing of The Body&lt;br /&gt;
&lt;br /&gt;
:: Close family members bathe the body of the deceased to physically cleanse the body. This should occur as soon as possible after death, usually done within hours.&lt;br /&gt;
&lt;br /&gt;
: Honoring The Dead&lt;br /&gt;
&lt;br /&gt;
:: The body is usually dressed in the finest clothes depending on political status and wealth. The body is often kept this way for up to 3 days in a blessed building or area, where the village may pay their respects to the deceased and the family.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Burial&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: When the head of a household passes on, a tomb is built in honor of the family and the deceased. After the Bathing of the body and the Honoring of the dead, The deceased is placed in the tomb and sealed until another body needs to be buried. Stepping into a tomb without a valid reason for being there is seen as the highest form of disrespect, and you will be executed or Trialed heavily on behalf of the deceased and their family.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Azari’lunn follow the religion of the Pantheon of the Phoenix; they follow the God of Fineall, the son of the pantheon. He created the Azari’lunn and protected them from the other gods during the age of the fallen spires. He gave them a chance at life and wanted them to prosper and prove themselves to all other races. The dark elves do not have a temple for Fineall, they believe that they can worship him anywhere and feel better doing so in private. Fineall believes in freedom for his people, and they can choose to live whatever way they want, whether bad or good. Although Fineall’s one rule is that they have to be loyal to their kind, if any were not loyal and went against their kind, they would be considered an abomination to Fineall and would not be gifted with his protection and love. This reasoning was interpreted from Fineall’s last message to his people: ``Let your loyalty lay with your kind.``&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Origins:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The origins of the Azari are mostly unknown. It is mostly believed that the race of Elves was gifted with life by the gods of the Elven Pantheon. The elven race has its roots in the valley of dragons, also known as Arda. This time is known as the Age of enlightenment.&lt;br /&gt;
&lt;br /&gt;
At this age, the Gods of the Pantheon walked among their children. The gods of the Pantheon each gave the Azari a piece of themselves to shape their children. &lt;br /&gt;
&lt;br /&gt;
The father, Kharash, gifted the Azari strength, courage, and skill of being a father to their families. &lt;br /&gt;
&lt;br /&gt;
The Mother, Aerièlle, gifted her children wisdom, the ways of being the most enlightened and pure being in Eden, and the knowledge of how to wield the sacred blessings of Eden in the form of magical powers. &lt;br /&gt;
&lt;br /&gt;
The daughter, Aestaena, gifted her children fertility, love, and the need to procreate. &lt;br /&gt;
&lt;br /&gt;
And at last, there was the Son, Fineall, he was left with nothing but bad traits for his children, He gifted his children the challenges of life.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;The Age of Fallen Spires:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The Gods looked down upon the Azari’lunn, viewing them as abominations. They despised the Azari’lunn and did everything they could to destroy them, body and soul. After all these efforts, they could not destroy the Azari Lunn. Fineall was not to give up on his creation, his efforts protected the dark elves from the pantheon of the Gods.&lt;br /&gt;
&lt;br /&gt;
After their efforts had failed, The gods ordered the Cill and the ‘cerr to finish what they started, their city of Thelkorath was burnt, and the dark kin was attacked. This sparked a civil war between the races as the Azari’lunn fought back with the honor they would not surrender.  The earth drank much blood that day, and many good Azari'lunn’s lives were lost. Their bodies lay broken and scattered across the battlefield, like brown leaves blown by the wind.&lt;br /&gt;
&lt;br /&gt;
In the end, The Azari’lunn lost. Fineall, for the safety of his children, took the battle with the rest of the Pantheons to the heavens but left a message to his elves ``Let your loyalty lay with your kind.`` The Azari’lunn were left weak and extremely low in numbers, and their king, Zebrac Torsec, led his people away from the other Azari. Meanwhile, an attack on the Azari’soll wiped them out, and In the end, The blame for such deaths was placed upon the dark elves. No one knows what happened that day except for the people responsible.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;The Difficult days of the Azari’lunn:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The Azari’lunn were drained, they had nowhere to go and no one to help them.  So they started traveling, all sticking together. They were the gypsies of Eden. Zebrac Torsec then led his people traveling along the lands, trying to find somewhere to call their homes. Often spending time in other towns living in barns and the slums of the land, they would attempt to make coin in any way they could; some would do the labor work, and others got lucky using their skills of tailoring to do repair work, which they learned from traveling, making their own clothing and sleep sacks. They would scrape by, barely able to afford food for themselves; they didn't grow much in numbers because of this, and they did not want to bring loads of children to this unforgiving world. Only enough children to keep them from going extinct.&lt;br /&gt;
&lt;br /&gt;
The dark elves would go between towns and villages to find more work, hoping to find someone to take them in, rekindling their once-striving race. 150 years after the war, they were in between lands heading south; on the roads, they were attacked, and mercenaries or bandits came for blood. On this day, they were still weak and low on numbers; they did what they could. Storm clouds filled the sky with darkness, the rain came, and the four winds blew angrily. Their leader, Zebrac Torsec, was slain, one of the foes had pierced him in the back, and the blade carried straight through him. After his death, the enemies fled them, leaving the Azari’lunn leaderless. This day was a massive loss for all, a great loss had occurred. In the time of mourning, they kept searching for somewhere to rest safely. The day of Zebrac’s death will always be remembered, but Hope was lost.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;The Rebuilding Of The People:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
200 years after the events of the civil war, the Azari’lunn started to grow larger. They were starting to rebuild their race, traveling in larger groups they were stronger and knew the lands well. They were leaving the lands of Hadriana, and they headed more south, following the coast. They came across a landscape of sand, crumbling rock, and harsh sunlight. They wandered through, attempting to find any sign of life in this barren place. A sandstorm had struck, disorientating them and losing their bearing, this was a hard journey for the dark elves they became dehydrated and exhausted. Some of the older dark elves took charge of the expedition. They wanted to find their way out and come back to this land at a later time, then all of a sudden, their eyes caught a glimpse of a massive palace top. Heading towards it, they all saw the beautiful sight of sandstone housing, colorful banners, the massive palace with a point on top, and the sounds of people cheering and musical instruments playing. The Azari’lunn were in shock, They rushed to the land looking for aid and examining closely to see whether these people would be an ally or an enemy.&lt;br /&gt;
&lt;br /&gt;
Entering the city of Al-Khadar, humans greeted them, they made arrangements to let the Azari’lunn stay in their city. The Dark elves and the humans got on well with each other and grew closer to one another. They exchanged knowledge, the dark elves would show the humans their different crafts, their skills in tailoring and jewel crafting, While the humans taught the elves the secrets of haggling and selling. They both shared their love for music, mixing their different dances and instruments to create lovely, upbeat melodies with a mix of the dances making beautiful body movements. They grew more fond of each other, a strong relationship was built, and the foundation of a great nation was formed. Their beliefs each other were different, but most dark elves can see each other's beliefs and understand their meaning, although some don't like it. &lt;br /&gt;
&lt;br /&gt;
The dark elves are still rebuilding themselves and are working with the humans of Al-Khadir to grow and be stronger than the other Azari. They will help humans with their goals on the way. Their difficulties are exactly what would bring forth success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Dark_Elves&amp;diff=4014</id>
		<title>Dark Elves</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Dark_Elves&amp;diff=4014"/>
		<updated>2023-06-13T12:48:31Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Life &amp;amp; Reproduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Races&lt;br /&gt;
|Image = Sultan Sig'Vyl Al-Buthara.jpg&lt;br /&gt;
|Name = Azari'lunn (Dark Elves)&lt;br /&gt;
|Nicknames = Children of the Night&lt;br /&gt;
|Languages = Azari Linguae, Anjyarri, Common&lt;br /&gt;
|Height = 1.60m - 2.20m (5’3&amp;quot; - 7’3&amp;quot;)&lt;br /&gt;
|Weight = 60kg to 90kg (132lbs - 198lbs)&lt;br /&gt;
|Land = [[The Empire of Anjyarr]]&lt;br /&gt;
|Capital = Al-Khadir (city)&lt;br /&gt;
|STR = +2&lt;br /&gt;
|DEF = +0&lt;br /&gt;
|AGI = +0&lt;br /&gt;
|INT = +2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Introduction: ==&lt;br /&gt;
The deadliest blow is delivered from the shadows. None know this&lt;br /&gt;
better than the Azari'lunn, they who have drenched the glade of&lt;br /&gt;
dragons in the blood of countless amounts of ‘cill and pretender&lt;br /&gt;
Kings of the Azari people.&lt;br /&gt;
&lt;br /&gt;
Let the Azari'cill and the Humans of the Empire shake the earth&lt;br /&gt;
beneath the tread of colossal armies, playing out their ancient&lt;br /&gt;
hatred upon a hundred war fronts. Let the Orcs of the red wastes&lt;br /&gt;
and the pretender kings of Al-Khadir indulge in primitive savagery.&lt;br /&gt;
Burning and pillaging in an aimless, mindless orgy of destruction.&lt;br /&gt;
&lt;br /&gt;
Amid such calamity, there is a golden opportunity – And&lt;br /&gt;
the Azari’lunn ambitions transcend mere conquest. While our&lt;br /&gt;
enemies tear themselves to bloody shreds upon the spears and&lt;br /&gt;
blades of their rivals, the Azari’lunn will play a more subtle game. Deceit and deception shall&lt;br /&gt;
be our weapons, betrayal our most potent poison.&lt;br /&gt;
&lt;br /&gt;
Bonds will be broken, alliances will be shattered, and powerful enemies made. And when the&lt;br /&gt;
dust settles, the Azari’lunn will be left standing.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
The Azari'lunn, as they call themselves, are, just behind the high elves, who have a slightly taller average height, the tallest race inhabiting Eden. The men grow to an astonishing maximum height of 220cm, while the women reach a still impressive maximum height of 205cm. &lt;br /&gt;
&lt;br /&gt;
Dark elves have dark gray-purple skin, often bordering black tones. Rarely though, more pale skin tones are seen due to crossbreeding with other elven races. Their hair is also mostly colored black or in similar dark tones, but sometimes there are bleach-white hair colors.&lt;br /&gt;
&lt;br /&gt;
Their eye color comprises a range of shades from blue to purple and even yellow. Their ears are comparatively long and pointy, growing to a length of up to 25 cm. Due to this being a feature exclusive to the dark elven race, extremely long ears are considered a sign of superior wisdom. &lt;br /&gt;
&lt;br /&gt;
Male dark elves are surprisingly often hard to tell apart from their female counterparts, owing mostly to the fact that they are, as all elven races, unable to grow facial hair.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
Elves generally speak the common tongue. This language has been adopted and normalized in Elven culture through its extreme popularity. A dialect has sprung up in Aerial from a combination of Ancient Elvish and the common tongue. The ancient elven language is a mostly forgotten one. Scholars in Aerial are trying to rediscover their ancient language and bring it back to the vocabulary of the Elves.&lt;br /&gt;
&lt;br /&gt;
'''Often used ancient elven words that found their way into common speech:'''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Greetings&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Elvish&lt;br /&gt;
!Common&lt;br /&gt;
|-&lt;br /&gt;
|Vale&lt;br /&gt;
|Hello/Greetings&lt;br /&gt;
|-&lt;br /&gt;
|Vale’tar &lt;br /&gt;
|Farewell&lt;br /&gt;
|-&lt;br /&gt;
|Fílo(s)&lt;br /&gt;
|Friend(s)&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Races&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Azari &lt;br /&gt;
|Elf&lt;br /&gt;
|-&lt;br /&gt;
|Azari’cill&lt;br /&gt;
|High Elf/Pure Elf&lt;br /&gt;
|-&lt;br /&gt;
|Azari’cerr&lt;br /&gt;
|Wood Elf/Wild Elf&lt;br /&gt;
|-&lt;br /&gt;
|Azari’lunn&lt;br /&gt;
|Dark Elf/Moon Elf&lt;br /&gt;
|-&lt;br /&gt;
|Azari’soll&lt;br /&gt;
|Fire Elf/Sun Elf&lt;br /&gt;
|-&lt;br /&gt;
|Dur’arum&lt;br /&gt;
|Denur&lt;br /&gt;
|-&lt;br /&gt;
|Vari(s)&lt;br /&gt;
|Human(s)&lt;br /&gt;
|-&lt;br /&gt;
|Ghesiri(s)&lt;br /&gt;
|Faulskins(s)&lt;br /&gt;
|-&lt;br /&gt;
|De’nevir&lt;br /&gt;
|Tiefling&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&amp;lt;u&amp;gt;Titles&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Therri’cill&lt;br /&gt;
|Guardian of Purity/King&lt;br /&gt;
|-&lt;br /&gt;
|Aeri’cill&lt;br /&gt;
|Mother of Purity/Queen&lt;br /&gt;
|-&lt;br /&gt;
|Pricecilus&lt;br /&gt;
|Prince&lt;br /&gt;
|-&lt;br /&gt;
|Pricecili&lt;br /&gt;
|Princess&lt;br /&gt;
|-&lt;br /&gt;
|Nobicilus&lt;br /&gt;
|Noble&lt;br /&gt;
|-&lt;br /&gt;
|Visera&lt;br /&gt;
|Minister&lt;br /&gt;
|-&lt;br /&gt;
|Ar’mágoi’cilus&lt;br /&gt;
|Arch-Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|Ar’mágoi&lt;br /&gt;
|Mage/Spellcaster&lt;br /&gt;
|-&lt;br /&gt;
|Scinar(i)’cilus&lt;br /&gt;
|High Priest(ess)&lt;br /&gt;
|-&lt;br /&gt;
|Scinari&lt;br /&gt;
|Priestess&lt;br /&gt;
|-&lt;br /&gt;
|Scinar&lt;br /&gt;
|Priest&lt;br /&gt;
|-&lt;br /&gt;
|Scini &lt;br /&gt;
|(Older) Student&lt;br /&gt;
|-&lt;br /&gt;
|Scin&lt;br /&gt;
|(Young) Student&lt;br /&gt;
|-&lt;br /&gt;
|Bessi’inn&lt;br /&gt;
|Blessed one&lt;br /&gt;
|-&lt;br /&gt;
|Kerri’lunn&lt;br /&gt;
|Bringer of Night&lt;br /&gt;
|-&lt;br /&gt;
|Medi’cilus&lt;br /&gt;
|Doctor/Medic&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
“Cilus” is a word without a specified meaning. When someone bears a title with the word “Cilus” in it, it is generally seen as a high-ranking person.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Structure of Elven Society&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The Azari'lunn people are extremely loyal to each other as they want to see their own race strive and work together to improve. Dark elves often stick together and live near each other because they always want to be with the people they trust. They believe a community is only as strong as its weakest member, so they take great measures to elevate each other. This can be seen in their dedication to training the next generation and assisting in work. Although he couldn't give them a better life, their god, Fineall, only wanted what was best for his children. &lt;br /&gt;
&lt;br /&gt;
The Azari’lunn wish to defy their kin by being the superior Azari. They are determined, striving to be the best they can be and bringing out the best in others. The Azari'Lunn are known for having good leadership traits such as; integrity and communication. This is good for the Azari'lunn but also means they do not like following orders from outsiders, especially from the other elves. In these instances, they can come across as prideful and vindictive. &lt;br /&gt;
&lt;br /&gt;
While dark elves are loyal to their race, they are even more loyal to themselves. Having survived the attempted genocide by their fellow elven kin, the dark elves perceive self-love as self-preservation and, therefore, its own act of defiance. As a result, their culture encourages one to pursue mental and physical well-being. Dark elves often surround themselves with things that make them happy, such as fine jewelry, fabrics, and pleasant iconography. In the interest of furthering one's position, dark elves are encouraged to be subtle and resourceful, as the aim is to not resort to violence as their elven kin had. This makes dark elves extremely effective salesmen and politicians. &lt;br /&gt;
&lt;br /&gt;
While loyal and dedicated to each other, dark elves can come across as cunning and vindictive when interacting with outsiders, especially their elven kin. Their values of self-preservation result in being defensive against potential threats. As the Azari'lunn praise cunning and resourcefulness amongst themselves, they are just as wary of it in outsiders. But should their trust be earned, a dark elf is a devoted ally for generations to come. Should one break that trust, they become a very dangerous enemy. &lt;br /&gt;
&lt;br /&gt;
You will often find dark elves being jewelers and tailors. Most of a dark elf's wage will often go back into their well-being and their appearance by purchasing more clothing, jewels, or items that could go into the manufacturing of more materialistic items. The Azari’lunn are a very social race due to their trades. The dark elves are good salesmen and are very persuasive. This is because they influence the Khadan people, the Al-Khadir humans have helped the Azari'lunn adapt more to the Al-Khadir society.&lt;br /&gt;
&lt;br /&gt;
Another part of the Azari’lunn is their markings, this is because they get markings (tattoos) of symbols that have all different meanings to themselves, their family, and their line of work &lt;br /&gt;
&lt;br /&gt;
These markings are so that other Dark elves can see and understand more about a person from these markings. Thus, they do not want to be associated with the High Elves; the dark elves do not care for impurities or differences like the high elves. These markings could mean many things, the most common ones are when a dark elf is married, each of the betrothed gets the same mark somewhere on their body that signifies that they are one. There are markings to show age and standing in the ranks.  The nobles of their nations have markings of white to stand out amongst the other people to show that they should be spoken to with the utmost respect.&lt;br /&gt;
&lt;br /&gt;
Criminals also have markings, this helps people know who can be trusted and who to watch out for. &lt;br /&gt;
&lt;br /&gt;
The Azari’lunn are often extremely Vindictive though this isn't always the case. This ties back to the Civil war, the other Azari races blamed them for most things, and after the Azari were unable to remove the ‘lunn , they were exiled.&lt;br /&gt;
&lt;br /&gt;
The Dark elves are big on celebrations, they love coming together as a race to celebrate how far they have come from being the abominations and the outcasts, and now they are a striving race living alongside the humans of Al-Khadir. These elves love music, festivals, food, and all the likes that come along with them. Often their festivals will include a feast and a dance. The Azari’lunn love music and dance, so many festivals will have this included. Do not be shocked if music is played somewhere and a group of dark elves appears out of nowhere. The feast will most likely have some form of sacrifice in which elves in higher standing will get the first choice. One of the main reasons the dark elves love to hold festivals and celebrations is because it is an excuse to put on their fine clothes and fancy jewels and share this time together.&lt;br /&gt;
&lt;br /&gt;
'''Holidays and Celebrations'''&lt;br /&gt;
&lt;br /&gt;
*'''Mereth'''&lt;br /&gt;
&lt;br /&gt;
:: A feast that celebrates generations that lived and those that are to come. The entire village will often sit and prepare special dishes during this feast. Each household must prepare at least two dishes of their chosen specialty and share food, and a massive gathering will occur.&lt;br /&gt;
&lt;br /&gt;
*'''Linnas'''&lt;br /&gt;
&lt;br /&gt;
:: A massive parade, a big part of the Azari’lunn’s calendar, is held to celebrate their music and wealth. This means they all dress up in their finest clothing and parade around listening and dancing to the music being played. The music is often from lutes or a drum, their music is very upbeat, and the dances are much more lively.&lt;br /&gt;
&lt;br /&gt;
*'''Gwinnig'''&lt;br /&gt;
&lt;br /&gt;
:: This festival will celebrate new life and elven fertility. Much like the High elves, reproduction is important to the Dark elves. This is why Gwinnig is a festival that takes place three times per elven year to celebrate the younger elves and the fertility of an elf.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Romance &amp;amp; Marriage&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Romance is often seen in the Azari’lunn culture because they can be lustful. The ‘lunn are a very social race, and proof of this is that when a marriage is seen in society, a massive celebration is held in the newlywed's honor. A wedding celebration takes place over three weeks, excluding the engagement months.&lt;br /&gt;
&lt;br /&gt;
'''Weddings'''&lt;br /&gt;
&lt;br /&gt;
A massive feast in honor of both families, where the village prepares food and beverages as gifts for the couple, wishing them power and wealth in their marriage and future generations. The marking ritual is a ceremony that takes place a few days before the wedding. During this ceremony, The bride and groom are marked with similar markings/tattoos symbolizing their love, dedication, and loyalty to one another. During the wedding ceremony, a horse provided by the bride's family is slaughtered, and the blood is consumed by both the bride and groom to symbolize prosperity, growth, and loyalty. The wedding party is a massive festival that takes up 3 whole days; during this, there is an animal sacrifice, a feast, music, and dancing&lt;br /&gt;
&lt;br /&gt;
Divorce is allowed in the race if either of the partners no longer wishes to be married, but this is rarely the case for a betrothed couple&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Life &amp;amp; Reproduction&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Dark Elves, as they are a race blessed by Fineall, age similarly to the other elven races found in Eden. The first 84 common years of an elven life are spent growing up like any other elven race until they reach adulthood at 21 elven years. However, after that, Elves are long-lived creatures. They don't show any major signs of aging processes until around 400. After the regular aging process has started, elves still live up to a hundred years, with most dying between 450 and 500 years of age. Reproduction is quite important all throughout Azari’lunn Society. Family is often a huge factor even though Romance isn't. A ‘lunn is often very loyal to their family and will put their life on the line for them. Dark elves are usually fertile for around one week yearly, as all elven races share the same reproduction cycle. In honor of a family's pregnancy, a celebration will be held. During a dark elf's pregnancy, the pregnant elf will often pray daily to the son, Fineall. This is seen as respectful, and doing this will signify the baby's bravery, loyalty, and health.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Death &amp;amp; Funerals&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Death for the Azari Lunn is often a very sad time for close friends and family. There will be a period where the people will come together for the deceased's family and help out in any way they can. The dark elves would like to see the good in death. This would mean they would mourn the death but then celebrate the life because they believe in death they would go and be with their God Fineall. Most elves can see that the deceased is going to be in a happier place. They would celebrate the achievements and what they accomplished in their life. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Funeral&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: Bathing of The Body&lt;br /&gt;
&lt;br /&gt;
:: Close family members bathe the body of the deceased to physically cleanse the body. This should occur as soon as possible after death, usually done within hours.&lt;br /&gt;
&lt;br /&gt;
: Honoring The Dead&lt;br /&gt;
&lt;br /&gt;
:: The body is usually dressed in the finest clothes depending on political status and wealth. The body is often kept this way for up to 3 days in a blessed building or area, where the village may pay their respects to the deceased and the family.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;The Burial&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:: When the head of a household passes on, a tomb is built in honor of the family and the deceased. After the Bathing of the body and the Honoring of the dead, The deceased is placed in the tomb and sealed until another body needs to be buried. Stepping into a tomb without a valid reason for being there is seen as the highest form of disrespect, and you will be executed or Trialed heavily on behalf of the deceased and their family.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Azari’lunn follow the religion of the Pantheon of the Phoenix; they follow the God of Fineall, the son of the pantheon. He created the Azari’lunn and protected them from the other gods during the age of the fallen spires. He gave them a chance at life and wanted them to prosper and prove themselves to all other races. The dark elves do not have a temple for Fineall, they believe that they can worship him anywhere and feel better doing so in private. Fineall believes in freedom for his people, and they can choose to live whatever way they want, whether bad or good. Although Fineall’s one rule is that they have to be loyal to their kind, if any were not loyal and went against their kind, they would be considered an abomination to Fineall and would not be gifted with his protection and love. This reasoning was interpreted from Fineall’s last message to his people: ``Let your loyalty lay with your kind.``&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Origins:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The origins of the Azari are mostly unknown. It is mostly believed that the race of Elves was gifted with life by the gods of the Elven Pantheon. The elven race has its roots in the valley of dragons, also known as Arda. This time is known as the Age of enlightenment.&lt;br /&gt;
&lt;br /&gt;
At this age, the Gods of the Pantheon walked among their children. The gods of the Pantheon each gave the Azari a piece of themselves to shape their children. &lt;br /&gt;
&lt;br /&gt;
The father, Kharash, gifted the Azari strength, courage, and skill of being a father to their families. &lt;br /&gt;
&lt;br /&gt;
The Mother, Aerièlle, gifted her children wisdom, the ways of being the most enlightened and pure being in Eden, and the knowledge of how to wield the sacred blessings of Eden in the form of magical powers. &lt;br /&gt;
&lt;br /&gt;
The daughter, Aestaena, gifted her children fertility, love, and the need to procreate. &lt;br /&gt;
&lt;br /&gt;
And at last, there was the Son, Fineall, he was left with nothing but bad traits for his children, He gifted his children the challenges of life.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;The Age of Fallen Spires:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The Gods looked down upon the Azari’lunn, viewing them as abominations. They despised the Azari’lunn and did everything they could to destroy them, body and soul. After all these efforts, they could not destroy the Azari Lunn. Fineall was not to give up on his creation, his efforts protected the dark elves from the pantheon of the Gods.&lt;br /&gt;
&lt;br /&gt;
After their efforts had failed, The gods ordered the Cill and the ‘cerr to finish what they started, their city of Thelkorath was burnt, and the dark kin was attacked. This sparked a civil war between the races as the Azari’lunn fought back with the honor they would not surrender.  The earth drank much blood that day, and many good Azari'lunn’s lives were lost. Their bodies lay broken and scattered across the battlefield, like brown leaves blown by the wind.&lt;br /&gt;
&lt;br /&gt;
In the end, The Azari’lunn lost. Fineall, for the safety of his children, took the battle with the rest of the Pantheons to the heavens but left a message to his elves ``Let your loyalty lay with your kind.`` The Azari’lunn were left weak and extremely low in numbers, and their king, Zebrac Torsec, led his people away from the other Azari. Meanwhile, an attack on the Azari’soll wiped them out, and In the end, The blame for such deaths was placed upon the dark elves. No one knows what happened that day except for the people responsible.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;The Difficult days of the Azari’lunn:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
The Azari’lunn were drained, they had nowhere to go and no one to help them.  So they started traveling, all sticking together. They were the gypsies of Eden. Zebrac Torsec then led his people traveling along the lands, trying to find somewhere to call their homes. Often spending time in other towns living in barns and the slums of the land, they would attempt to make coin in any way they could; some would do the labor work, and others got lucky using their skills of tailoring to do repair work, which they learned from traveling, making their own clothing and sleep sacks. They would scrape by, barely able to afford food for themselves; they didn't grow much in numbers because of this, and they did not want to bring loads of children to this unforgiving world. Only enough children to keep them from going extinct.&lt;br /&gt;
&lt;br /&gt;
The dark elves would go between towns and villages to find more work, hoping to find someone to take them in, rekindling their once-striving race. 150 years after the war, they were in between lands heading south; on the roads, they were attacked, and mercenaries or bandits came for blood. On this day, they were still weak and low on numbers; they did what they could. Storm clouds filled the sky with darkness, the rain came, and the four winds blew angrily. Their leader, Zebrac Torsec, was slain, one of the foes had pierced him in the back, and the blade carried straight through him. After his death, the enemies fled them, leaving the Azari’lunn leaderless. This day was a massive loss for all, a great loss had occurred. In the time of mourning, they kept searching for somewhere to rest safely. The day of Zebrac’s death will always be remembered, but Hope was lost.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;The Rebuilding Of The People:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
200 years after the events of the civil war, the Azari’lunn started to grow larger. They were starting to rebuild their race, traveling in larger groups they were stronger and knew the lands well. They were leaving the lands of Hadriana, and they headed more south, following the coast. They came across a landscape of sand, crumbling rock, and harsh sunlight. They wandered through, attempting to find any sign of life in this barren place. A sandstorm had struck, disorientating them and losing their bearing, this was a hard journey for the dark elves they became dehydrated and exhausted. Some of the older dark elves took charge of the expedition. They wanted to find their way out and come back to this land at a later time, then all of a sudden, their eyes caught a glimpse of a massive palace top. Heading towards it, they all saw the beautiful sight of sandstone housing, colorful banners, the massive palace with a point on top, and the sounds of people cheering and musical instruments playing. The Azari’lunn were in shock, They rushed to the land looking for aid and examining closely to see whether these people would be an ally or an enemy.&lt;br /&gt;
&lt;br /&gt;
Entering the city of Al-Khadar, humans greeted them, they made arrangements to let the Azari’lunn stay in their city. The Dark elves and the humans got on well with each other and grew closer to one another. They exchanged knowledge, the dark elves would show the humans their different crafts, their skills in tailoring and jewel crafting, While the humans taught the elves the secrets of haggling and selling. They both shared their love for music, mixing their different dances and instruments to create lovely, upbeat melodies with a mix of the dances making beautiful body movements. They grew more fond of each other, a strong relationship was built, and the foundation of a great nation was formed. Their beliefs each other were different, but most dark elves can see each other's beliefs and understand their meaning, although some don't like it. &lt;br /&gt;
&lt;br /&gt;
The dark elves are still rebuilding themselves and are working with the humans of Al-Khadir to grow and be stronger than the other Azari. They will help humans with their goals on the way. Their difficulties are exactly what would bring forth success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Races|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=3974</id>
		<title>Aquamancy</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Aquamancy&amp;diff=3974"/>
		<updated>2023-06-06T13:02:25Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MagicType&lt;br /&gt;
| Name = Aquamancy&lt;br /&gt;
| Image = AquamancyPNG.png&lt;br /&gt;
| Class = Elemental Magic&lt;br /&gt;
| Source = Aros, the realm of Water&lt;br /&gt;
| Cast = Catalyst - Aquamarine Gem&lt;br /&gt;
| Paths = Frigumancy '''·''' Marinamancy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Aquamancy is an ancient elemental magic, its origins dating back to the rise of the very first cities. It requires the user to channel their energy into the water around them and their aquamarine catalyst, after which the mage can manipulate the water to their whims. Aquamancy quickly became a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners to complete a variety of tasks, such as swimming without the fear of drowning, flawlessly defending oneself from danger by using the water present all around them, calming storms on the sea and, as some rumors state about the strongest of practitioners, waving away a tsunami. Practitioners seeking to learn Aquamancy typically travel to the coasts of the land, where this magic is commonly taught.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Aquamancy originates from the very first settlements, mainly those closer to the oceans or bigger bodies of water. Being a favorite among the population, commonly used by sailors, fishermen, farmers, and gardeners, Aquamancy quickly spread throughout the land. However, even in Eden, Aquamancy wasn't just something that appeared out of nowhere. Lhoran, the Tidebringer, was the first practitioner to use Aquamancy, who dipped into the Endless Ocean through years of meditation. A connection between the realms formed, allowing Lhoran to use the first spells. Through his teachings, Aquamancy began to rapidly spread all over the continent, traveling through ports and river civilizations as it found great use with the fishermen, sailors, and merchants.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning and Teaching ==&lt;br /&gt;
While most people assume Aquamancy is a simple form of magic learning, Aquamancy requires a lot of difficult training and learning. Aquamancers usually learn how water flows and acts on different surfaces. Most Students usually study oceanic flows. However, once they understand how water flows, their teachers often bring them to frozen landscapes where the student needs to learn how ice forms and behaves. Lastly, the student is brought to hot springs, where they need to study the behavior of steam. As such, Aquamancers are learning everything about the three different states of water. After completing such work, the student is taught about using their catalysts and how to dip into the realm of Aros and its endless ocean, pulling forth the first drops of water. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. Each level requires a bonding trial to empower the spellcaster. Bonding trials can only occur in the season in which the magic has an intrinsic relationship. For Aquamancy, this is The Amber Dawn. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level Increase'''&lt;br /&gt;
|'''Required Sessions'''&lt;br /&gt;
|'''Req .Session Length'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 0 to Lvl 1&lt;br /&gt;
|1 Session&lt;br /&gt;
|Event&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 to Lvl 2&lt;br /&gt;
| 4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 to Lvl 3 &lt;br /&gt;
|4 Sessions&lt;br /&gt;
| 60 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; | Lvl 3 to Lvl 4&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when The Amber Dawn or Emeral Dusk arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 to Lvl 5&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when The Amber Dawn or Emeral Dusk arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 to Lvl 6&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when The Amber Dawn or Emeral Dusk arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 to Lvl 7&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when The Amber Dawn or Emeral Dusk arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 to Lvl 8&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when The Amber Dawn or Emeral Dusk arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 to Lvl 9&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when The Amber Dawn or Emeral Dusk arrives.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 to Lvl 10&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |Self-study level up when The Amber Dawn or Emeral Dusk arrives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up twice every IC year during their primal season, The Amber Dawn or the one opposite of that, for Aquamancy.&lt;br /&gt;
&lt;br /&gt;
Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.&lt;br /&gt;
&lt;br /&gt;
== Progression - Aquamancy ==&lt;br /&gt;
&lt;br /&gt;
===Base Spell Progression===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 1 - Novice&lt;br /&gt;
|2 lvl 1 spells.&lt;br /&gt;
| No spellcasting bonuses.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 2 - Spellweaver&lt;br /&gt;
|3 lvl 1 spells.&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 3 - Sorcerer&lt;br /&gt;
|4 lvl 1 spells, 2 lvl 2 spells.&lt;br /&gt;
| +1 spellcasting bonus. The spellcaster unlocks the Purifying Prowess ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 4 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells&lt;br /&gt;
| +1 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 5 - Aros Seer&lt;br /&gt;
| 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells.&lt;br /&gt;
| +2 The caster can now choose a path. They can now become either a Frigumancer or a Marinamancer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Frigumancy ===&lt;br /&gt;
When an aquamancer transcends their powers and chooses to become a frigumancer, they start to harness the power of frigid cold, and ice. Frigumancers are cool, calm individuals that don't mind spending time on their own. They might sometimes come across as rude or indifferent but that does not mean they don't actually care anymore. Frigumancers are able to bring out the solid form of water by freezing it solid using their magical energy. The tears of Frigumancers are connected to the edge of Aros, where cold energy imbues the Aros energy which allows for Frigumancers to draw their power more effectively. &lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Frigu Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Frigumancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Icy Mold ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Frigularis&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Progression - Marinamancy ===&lt;br /&gt;
Once an Aquamancer becomes an Aros Seer, they may choose to further dedicate themselves to the exploration and love of the seas of Eseron. They will devote themselves to the path of Marinamancy that harnesses the power of the seas and everything that lives inside it more effectively. Marinamancers are more outgoing and adventurous individuals that love aquatic nature or nature in general. They're often observed near the seas and don't require boats to traverse them but can simply ride the waves. Their powers are known to extend to the creatures of the seas as well, imitating the creatures or calling upon some of them to help them in their times of need&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|'''Level'''&lt;br /&gt;
|'''Grimoire Slots'''&lt;br /&gt;
|'''Abilities/Bonuses'''&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 6 - Marina Student&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells.&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 7 - Spellweaver&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell&lt;br /&gt;
| +2 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 8 - Marinamancer&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells&lt;br /&gt;
| +3 spellcasting bonus. The spellcaster unlocks the Aquatic Blessing ability.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 9 - Magus&lt;br /&gt;
|4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell&lt;br /&gt;
| +3 spellcasting bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lvl 10 - Marinaris&lt;br /&gt;
|5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells&lt;br /&gt;
| +4 spellcasting bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Limitations ==&lt;br /&gt;
While Aquamancy can be used to manipulate water, it can't be actively used to drown someone. As soon as water, called forth from Aros, enters a biological body, it vanishes into thin air, making it impossible for an Aquamancer to drown someone with their magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Base&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Water Blast&lt;br /&gt;
|Desc = The caster focuses purely on the water around them, slowly collecting it all into a concentrated ball connected to their hand, as they then fire it in an arrow-like fashion. The blast slowly loses water due to its extreme speed but slowly stabilizes over time.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 25 meters&lt;br /&gt;
|Damage = This ball of concentrated water has a damage falloff of 1 per 5 meters. The base damage of the ball is a D5, but after 5 meters traveled, it becomes a D4; after 10 meters, it becomes a D3, etc.&lt;br /&gt;
|Fail = The ball of water retaliates, splashing into the caster’s face and dealing 1 damage.&lt;br /&gt;
|Succ = The blast's damage fall-off is less than expected, getting a D1 decrease every 10 blocks instead of 5. So base damage is a D5, after 10 blocks, a D4, etc.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Liquid Lasso&lt;br /&gt;
|Desc = Upon casting, the mage uses nearby water or water from his tear to form a magical lasso. It can be used to catch animals or as a rope to tie something up.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = 8 meters&lt;br /&gt;
|Damage = Upon successfully casting the spell, a lasso is formed for the caster to use until dispelled and so long as they remain near their tear. The lasso cannot be used as a weapon but as a way of binding someone. When thrown, the caster rolls D20 to see if the lasso hits. The target also rolls D20 to roll against the caster’s throwing roll. When the target is tied up, it cannot move and can roll Strength against the caster’s casting roll at the start of their turn.&lt;br /&gt;
|Fail = The spell wraps around the caster’s arm, giving him -1 on attacks for one round.&lt;br /&gt;
|Succ = The lasso can reach up to 12 blocks far.&lt;br /&gt;
|RedLines = The lasso can’t be used to attack someone (No whipping or strangling).&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Spring of Life&lt;br /&gt;
|Desc = The caster makes a body of water heal minor injuries when drunk from or bathed in.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Damage = The caster can make a body of water akin to spring of life, able to shape its tide however they like within a set size (15 - 30 meters of space). The spring heals most minor and major injuries when drank from, bathed in, or interacting with the spring. The spring heals 1 HP to every creature that stands within it at the end of their turn. One caster may only have one spring of life active at any time. The spring lasts for 3 rounds.&lt;br /&gt;
|Fail = Nothing happens.&lt;br /&gt;
|Succ = Creatures heal D2+1 HP when they first enter the spring.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Condensed Water&lt;br /&gt;
|Desc = The caster creates a ball of water from their tear, the water is condensed into a round shape to be infused into the caster's spells.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The water floats above the caster, and can be used to boost the power of their spells. The caster can boost the damage of the spells they cast by +1 for D2+1 rounds. Once the duration ends, the water disappears.&lt;br /&gt;
&lt;br /&gt;
The summoned water can be used for any means outside of combat as well, such as drinking or dousing.&lt;br /&gt;
|Fail = The water implodes within the caster's tear, making their spells deal -1 damage for D2 rounds.&lt;br /&gt;
|Succ = The duration lasts for an extra round.&lt;br /&gt;
|RedLines = Only one condensed water ball may be active at the same time.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Steed of Tides&lt;br /&gt;
|Desc = The caster conjures a watery elemental steed to transport themselves or a comrade swiftly across the battlefield.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The movement speed of the person riding the watery steed is equivalent to that of the mounted speed for 3 rounds. If the target is already mounted, then the mount is magically refreshed to grant a +4 meters movement boost for 3 rounds.&lt;br /&gt;
|Fail = The steed dissolves moments after it is summoned, making its rider fall to the ground. The rider cannot move for 1 round.&lt;br /&gt;
|Succ = The steed remains for 4 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Breaker&lt;br /&gt;
|Desc = The caster conjures a whirling tide around their arm, using it as a crashing strike to blast their foes away with force. &lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster conjures a gauntlet of rushing water, swirling around their fist. It may be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
&lt;br /&gt;
The weapon has a single attack, dealing 3 damage and D4+2 meters of knockback. The attack can be used as a spell attack instead of a strength attack if so desired, using intelligence to attack with and forcing foes to use intelligence to defend against.&lt;br /&gt;
|Fail = The water rushes too swiftly, straining it so the user cannot use said arm for one round.&lt;br /&gt;
|Succ = The weapon's strike deals 4 damage instead of 3.&lt;br /&gt;
|RedLines = The spell is capable of forcibly disengaging enemies by knocking them out of melee range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Impact Bubbles&lt;br /&gt;
|Desc = The caster sends forth a small barrage of bubbles with compressed water inside. These bubbles explode upon impact, dealing damage to those it touches.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 10 blocks&lt;br /&gt;
|Damage = The caster sends out many bubbles all around them. The creature closest to the caster within this area takes D3 damage, and all remaining targets, up to a maximum of 3, take D2 damage. If there are multiple targets simultaneously closest to the caster, they each take D3 damage.&lt;br /&gt;
&lt;br /&gt;
The targets may roll agility to attempt to dodge the bubbles. The agility roll will have to be greater than the effectiveness roll of the caster.&lt;br /&gt;
|Fail = The bubbles explode while the caster makes them, dealing D2 damage to the caster.&lt;br /&gt;
|Succ = The maximum target amount increases from 4 total to 6 total.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Vortex&lt;br /&gt;
|Desc = The caster sends forth a great vortex of water, capturing enemies within and knocking them back in the direction of the vortex.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster sends forth a vortex to rush out into the distance. effecting a 15x3 area in front of the caster. Any creature that gets sucked into the vortex will be sent to the end of the vortex's range.&lt;br /&gt;
|Fail = The vortex stays in position, and the caster is trapped within for 2 rounds, unable to move or defend themselves.&lt;br /&gt;
|Succ = All creatures sucked into the vortex get dealt D2 damage.&lt;br /&gt;
|RedLines = The starting position of the vortex can only be at the caster's position.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Boiling Point&lt;br /&gt;
|Desc = The caster creates a hot, steaming water ball and can throw it toward a creature. The creature will be in agony as hot water scars its skin and burns its body.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 blocks&lt;br /&gt;
|Damage = The caster creates a ball of hot water, which they can shoot out at a creature. If the ball hits, the boiling water will stick to the target, dealing D3 damage on impact and an additional D2 damage at the start of their turn for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
A minor effect of this spell is that the caster can create hot water or make water already there hotter for RP purposes.&lt;br /&gt;
|Fail = The caster becomes drenched in hot water, taking D2 damage from it.&lt;br /&gt;
|Succ = The steaming hot water stays on the target for the maximum time.&lt;br /&gt;
|RedLines = This spell can change the appearance of the creature hit by burn marks if they allow it to happen.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Blessed Waters &lt;br /&gt;
|Desc = The caster conjures a small cloud of vapor that condenses and rains down a little trickle which heals the target. &lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 10 meters.&lt;br /&gt;
|Damage = A cloud of vapor gathers over the target as it starts to rain down a small shower of healing droplets. The rain heals D3 HP.&lt;br /&gt;
|Fail =  The rain freezes over and turns into a hailstorm dealing 1 damage to the target instead. &lt;br /&gt;
|Succ = The spell lasts a little longer, allowing the target to heal for 2D2 HP.&lt;br /&gt;
|RedLines = This spell has a cooldown of 1 round.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Misty Form&lt;br /&gt;
|Desc = The caster becomes one with the mist, unable to get hit while becoming incredibly fast.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster becomes one with the mist, enveloped within. They are unable to attack or cast spells but are also unable to take damage while within this form. This spell lasts for 2d2 rounds or whenever the caster ends the spell.&lt;br /&gt;
|Fail = A puff of fog blocks the caster's vision, making them defenseless for 1 round.&lt;br /&gt;
|Succ = The caster, while in this form, also gains +6 meters additional movement.&lt;br /&gt;
|RedLines = No slipping through walls or similar. The caster is near invisible in this form.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Like Two Drops of Water&lt;br /&gt;
|Desc = The caster manipulates water to become an additional copy of themselves.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster manipulates water to become an additional copy of themselves. This copy acts autonomously from the original and can attack an enemy and defend itself. The copy has the same gear and stats as the original but moves awkwardly, getting a -2 on all rolls. The copy's turn is after the caster's. This spell will last for 4 rounds.&lt;br /&gt;
|Fail = The spell fails to manifest properly and starts to envelop the caster, dissolving in an acidic fashion that inflicts a burning effect on the caster and deals D2 damage.&lt;br /&gt;
|Succ = The copy is a little more balanced and only experiences a -1 on all rolls.&lt;br /&gt;
|RedLines = This copy cannot communicate and cannot be damaged by mundane attacks. The copy can take up to 5HP of damage from magical attacks.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Aros Manifestation&lt;br /&gt;
|Desc = The caster summons a piece of Aros around where they are standing, which holds itself up as if it were a small floating ocean planet. The ocean is filled with Coral, fish, and other creatures. The ocean drowns those within while aiding the caster with casting any spells.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster creates a giant piece of the ocean of 20x20x20 meters in radius. While the caster is within the ocean, they can cast 2 spells instead of 1 spell. Any non-aquamancer caught in the this area will start drowning and take 1 damage at the start of their turn when caught within the ocean. The caster also doubles their movement while within the ocean, while any non-aquamancer will have their movement halved and rounded up. The water will remain for D5+3 rounds.&lt;br /&gt;
|Fail = The caster instead gets flooded by a massive amount of water and the occasional marine creature. They take D6 damage and can lose a limb due to the strong currents of the water.&lt;br /&gt;
|Succ = The initial spellcasting effects last for 3 rounds instead of 1.&lt;br /&gt;
|RedLines = This spell can only be cast once every OOC week. A loremaster has to be present for the cast.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Frigumancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Reflective Pane&lt;br /&gt;
|Desc = The caster creates a thin sheet of ice floating in the air. The caster can use the pane to reduce any impact.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 13&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a pane of ice that floats around the caster. The pane stays up for D3 rounds. Whenever an opponent attacks the caster, the caster can choose to expend the pane, taking only half the damage and inflicting one of 2 effects upon the creature, which is decided by rolling a D2.&lt;br /&gt;
&lt;br /&gt;
1 = The pane shatters, sending sharp shards of ice toward the attacker. They take the other half of the damage.&lt;br /&gt;
&lt;br /&gt;
2 = The pane shatters, which creates a cloud of icy particles. These latch onto the attacking creature, freezing them for 1 round, making them unable to do anything until they next take damage.&lt;br /&gt;
&lt;br /&gt;
This page also works like a mirror in addition to its other effects.&lt;br /&gt;
|Fail = The pane shatters immediately as it is created, falling apart, and causing the shards to do D2 damage to the caster.&lt;br /&gt;
|Succ = The pane, when expended, uses both effects on the attacking creature.&lt;br /&gt;
|RedLines = A maximum of 1 pane may exist with the caster at once.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Ice Maiden's Kiss&lt;br /&gt;
|Desc = The spellcaster breathes forth the purest cold- those who succumb to it are slowed to a frozen, statuesque standstill.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 8&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = Targets of this spell cannot move for D3 rounds. On top of that, they take 1 damage per round that they are frozen like this.&lt;br /&gt;
|Fail = The spell backfires, stunning the caster for 1 round and doing 1 damage to the caster.&lt;br /&gt;
|Succ = The target gets frozen and damaged for D3+1 rounds instead.&lt;br /&gt;
|RedLines = Frozen targets can still attack if a target is in range.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frigustasis&lt;br /&gt;
|Desc =  The caster envelops a target of choice or themselves into a coating of ice. The target which is enveloped in the ice is motionless and safe within it.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting =13&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster chooses a target and casts the spell which causes frigid winds and water to envelop the target, freezing them solid. Those within the frozen stasis of ice are unable to do anything but are also protected from attacks or any negative effects they had prior to entering the stasis. The spell lasts for 2D2 rounds unless the caster chooses themselves, then it lasts for D2 rounds. &lt;br /&gt;
&lt;br /&gt;
During CRP, someone is allowed to use their action phase to pick up the frozen block of ice and move it during their movement phase. Receiving any damage will automatically make the person drop the block of ice. &lt;br /&gt;
|Fail = The caster fails to use their powers properly as icy waters gush from the tear, sticking to the caster's feet and freezing them in place for 2 rounds.&lt;br /&gt;
|Succ = The spell is cast exceptionally well, and the spell will last for the maximum amount of rounds.&lt;br /&gt;
|RedLines =  Pyromancy spells of the same level or higher can melt statis, freeing the person inside early. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Icy Tundra&lt;br /&gt;
|Desc = The target controls the water in the air around them, immediately letting the water vapour round to ice. Due to this unusual way of creating ice, the surface is especially smooth, causing people to fall off balance while on the floor and making people without shoes on have their feet feel really cold.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = The surrounding area turns to an icy terrain for 3 rounds, giving the caster an extra edge due to them being well-trained here. They gain +4 meters of movement while within this area, and the caster can better evade attacks on this ground. They gain a +2 to saving rolls to evade opponents' spells and other attacks.&lt;br /&gt;
|Fail = The caster freezes their feet, making them unable to move anywhere for 2 rounds of combat.&lt;br /&gt;
|Succ = Any opponent who first enters the area rolls a D20. If this is lower than the spell's casting roll, they slip and receive D2 damage.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Solid Frost&lt;br /&gt;
|Desc = Solid frost is the art of freezing water into sturdy ice, allowing the caster to create shapes, tools, and weapons. This can be done in two ways: making contact with an already present body of water and casting to spread the ice until the desired form is achieved. The more difficult way of creating ice is through a channelled cast, pulling water vapour from Aros. The second option is much slower and has greater limits on the size and strength of the formed ice. This magic is mostly seen in combat, where weapons of ice are formed mid-air while being flung at a great momentum magically.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 15 meters&lt;br /&gt;
|Damage = Roll a d5 to see how many spears of ice are created. The caster must choose a separate target for every spear. Each spear deals D3 damage and freezes the target's feet for 1 round, halting movement.&lt;br /&gt;
&lt;br /&gt;
The caster also has the option to wield one of these as a trident, or send tridents to allies in range for them to wield, until dispelled and as long as they are within range of their tear.. When thrown, the trident throw freezes the target's feet for 1 round and disappears. This effect takes one weapon away from the amount created.&lt;br /&gt;
&lt;br /&gt;
The caster could also use this spell to create a small object of different use, like a hammer, saw, or axe. This cannot be too complicated and is up to a loremaster's digression.&lt;br /&gt;
|Fail = The spears turn into snow while in the air, making the spears do absolutely nothing.&lt;br /&gt;
|Succ = The caster rolls a D4 instead to determine the damage of each spear projectile, and the trident throw freezes the target solid for 1 round.&lt;br /&gt;
|RedLines = Lockpicks cannot be created using this spell due to their intricate and complex nature.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wall of Ice&lt;br /&gt;
|Desc = The caster creates a wall of ice.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 10 meters&lt;br /&gt;
|Damage = The caster creates a wall of ice, which is 5  meters long and 5 meters tall. The wall lasts so long as the caster's tear is open. The wall has 8HP, and can be destroyed with enough damage. If this happens, the wall shatters open dealing 2d2 damage to those within 6 meters of it. The caster is immune to this shatter damage.&lt;br /&gt;
|Fail = The caster's hands freeze, unable to cast a spell for 1 round.&lt;br /&gt;
|Succ = The wall, when spawned, has ice spikes on one side for 1 meter. These spikes deal D3 damage to any who melee-attack the wall.&lt;br /&gt;
|RedLines =&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frozen Arc&lt;br /&gt;
|Desc = The caster focuses their magical energy to create a thin arc of water that is frozen over. This arc is extremely sharp and will cut the first thing it collides with.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster uses the water to make a very thin blade, and then freezes it down to make an elegant, very sharp arc that they cast forward. The arc is 3 meters wide, able to hit 3 targets that are side-by-side. If it hits a target within 4 meters of the caster; the arc deals D4+2 damage. After that, the arc dulls due to air friction, only dealing 3 damage. &lt;br /&gt;
|Fail = The arc shatters violently and the caster is hurt by incoming shards. The caster takes D3 damage.&lt;br /&gt;
|Succ = The arc gets frozen solid, sustaining its edge. The spell will travel 6 meters for D4+2 damage, and freeze targets slashed within that range for 1 round.&lt;br /&gt;
|RedLines = The arc stops travelling forward if it hits a player or object. It can only hit multiple targets if these targets are next to each other. &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Cloud Weaving&lt;br /&gt;
|Desc = Cloud Weaving is a subform that allows users to expel a thick fog from their mouth or hands, creating a cloud-like field. The produced fog will linger in the air for a set amount of time while the caster can manipulate the temperature of the fog.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 12&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster casts a fog in a vast area around them for 3 rounds. By rolling a D3, the fog takes one of three possible forms:&lt;br /&gt;
&lt;br /&gt;
1= Freezing: The fog applies a 4-meter slow.&lt;br /&gt;
&lt;br /&gt;
2= Scalding: The fog applies burning.&lt;br /&gt;
&lt;br /&gt;
3= Ambient: The fog applies blindness.&lt;br /&gt;
&lt;br /&gt;
The caster is unaffected by the fog, and those caught within it will be cured of its effects upon exiting the fog.&lt;br /&gt;
|Fail = The caster is afflicted by their own fog, applying the chosen effect onto themselves only.&lt;br /&gt;
|Succ = The caster can choose the fog's form, and it lasts for 4 rounds instead of 3.&lt;br /&gt;
|RedLines = The fog will vanish instantly once the caster leaves the area.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Frost Sanctuary&lt;br /&gt;
|Desc = A temporary crystal dome is generated around the spellcaster and their allies, warding them against magical attacks but rooting them to the spot in the process&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 18&lt;br /&gt;
|Range = 5 meters&lt;br /&gt;
|Damage = The spellcaster creates an Icey barrier around themselves and everyone within the area. The sanctuary remains active for D2+2 rounds. Those outside the sanctuary cannot attack or affect those inside the sanctuary, and vice versa. However, any foes caught within the frost sanctuary that fail to defend themselves are immediately frozen for 1 round, unable to do anything. The caster gains +2 to Strength, Defense, and Agility while inside their frost sanctuary. All Frigumancy spells that are cast within it deal +1 damage, and all Freezing effects last an additional round.&lt;br /&gt;
&lt;br /&gt;
The dome of the frost sanctuary has 10 HP, and can be destroyed to end the spell early.&lt;br /&gt;
|Fail = The dome shatters before it can fully generate, causing the caster to lose 4 HP.&lt;br /&gt;
|Succ = The sanctuary remains active for D2+3 rounds.&lt;br /&gt;
|RedLines = &lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Permafrost&lt;br /&gt;
|Desc = The caster sends forth a freezing wave of energy, freezing anyone and anything within the radius.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = The caster sends forth a freezing wave of ice, freezing a huge area of 20 meters around the caster, turning it all to ice. This ice will not melt by natural means. Creatures also become frozen in ice, unable to do anything for D3+1 rounds. Everyone frozen this way takes 1 damage every round.&lt;br /&gt;
|Fail = The spell backfires, freezing the caster and making them unable to do anything for D3 rounds. They may also lose a limb due to it freezing off.&lt;br /&gt;
|Succ = The range of the freezing becomes 30 meters, and lasts for an additional round.&lt;br /&gt;
|RedLines = Any Frigumancer is unable to be frozen this way.&lt;br /&gt;
&lt;br /&gt;
A loremaster has to be present for the casting of this spell. This spell can only be cast once every OOC week.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{MagicPathSpellOverview&lt;br /&gt;
|Path = Marinamancy&lt;br /&gt;
|Spells = &lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Wave Rider&lt;br /&gt;
|Desc = The caster creates a wave of water that moves as fast as they do. It sucks up anything in its path for a trip.&lt;br /&gt;
|Level = 1&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The caster creates a wave of water, 3 blocks tall and 5 blocks wide. While the wave is active, the caster must use all of their movement every round, or the spell ends early. This wave of water captures any creature trapped within it while the caster is moving, dealing 1 damage to any creature that is hit. &lt;br /&gt;
&lt;br /&gt;
Creatures trapped this way are pulled along with the caster as they move, unable to escape or move. These effects end after D3 rounds.&lt;br /&gt;
|Fail = The caster is instead hit with a splash of water over their head, dealing D2 damage and granting unending humiliation.&lt;br /&gt;
|Succ = The caster gains +4 meters movement.&lt;br /&gt;
|RedLines = The caster cannot cast while riding the wave.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Flash Flood&lt;br /&gt;
|Desc = The caster summons a quick-moving wall of water that runs across an area in front of them, pushing creatures aside as they are lost in the currents.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 12 meters&lt;br /&gt;
|Damage = The caster creates a 1x3x5 wall of water that starts at the caster's position. This wall will move 12 meters into a target direction, pushing people to the end of the range and dealing 2D2 damage to them. Targets will also be unable to move for 1 round.&lt;br /&gt;
|Fail = The spell fails to manifest.&lt;br /&gt;
|Succ = The spell travels 16 meters instead.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Sea Serpents Snap&lt;br /&gt;
|Desc = The caster creates an image of a sea serpent within their hands using water. Once they snap, the serpent's jaws close, damaging everyone within or everyone around the caster.&lt;br /&gt;
|Level = 2&lt;br /&gt;
|Casting = 15&lt;br /&gt;
|Range = 3 meters&lt;br /&gt;
|Damage = The caster snaps the serpent's jaws, dealing 2D4 damage to a single target or 2D3 damage to all targets within a 3 meter area around the caster.&lt;br /&gt;
|Fail = The caster inflicts 2 damage upon themselves.&lt;br /&gt;
|Succ = The Serpent is exceptionally large and reaches up to 5 meters away from the caster.&lt;br /&gt;
|RedLines = -&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tangled Tentacles&lt;br /&gt;
|Desc = The caster summons up to the tendrils of a creature resembling a kraken out of a nearby body of water/his tear and wraps them around the target’s body, binding them in place.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 14&lt;br /&gt;
|Range = 6 meters&lt;br /&gt;
|Damage = The caster summons 4 tendrils from nearby water or their tear, surrounding themselves. The caster can control these tendrils for one of the following actions:&lt;br /&gt;
&lt;br /&gt;
Slam: The tendrils smash targets within a 6 meter area around the caster. This deals 3 damage, 6 meters knockback, and slows targets by 2 meters for 1 round.&lt;br /&gt;
&lt;br /&gt;
Throw: The tendrils lurch out to grab up to 4 foes within range. A target must succeed a DC 12 agility saving throw or be grabbed by the tendril, and then thrown up to 12 meters away. If thrown, the targets receive D3 damage on impact and deal D3 damage to targets they are thrown at.&lt;br /&gt;
|Fail = Only one tendril is summoned, wrapping around the caster making them stunned for 1 round.&lt;br /&gt;
|Succ = The tendrils remain for an extra round.&lt;br /&gt;
|RedLines = The creature summoned is incapable of being used in any other way and will dissolve once the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tortoise Scales&lt;br /&gt;
|Desc = The user can conjure a turtle’s scales and use them defensively in the form of a shield. The shield is circular in shape and resembles a normal round shield. The shield then attaches itself to the caster's arm of choice and can be removed easily.&lt;br /&gt;
|Level = 3&lt;br /&gt;
|Casting = 10&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Damage = Upon successfully casting the spell, the mage’s tear widens to let through a group of turtle scales which fly out one by one to form a shield on the caster’s arm of choice. The shield is used like a regular shield, but is +2 stronger. The caster is slowed by 3 meters while wielding the shield. The shield can be wielded until dispelled and as long as they are within range of their tear.&lt;br /&gt;
|Fail = The scales don’t form a shield and fall to the ground, useless.&lt;br /&gt;
|Succ = The scales grant a +3 boost and 2 meters slow instead.&lt;br /&gt;
|RedLines = The scales or shield cannot be used for anything but defending against an attack.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Animalistic Assault&lt;br /&gt;
|Desc = The caster summons pufferfish from a nearby body of water and throws them at a target of his choice. The pufferfish spray out and land in different positions.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = 20 meters&lt;br /&gt;
|Damage = 3 pufferfish are flung forth from the caster's tear, landing a distance away from the caster.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish hits a target creature, they receive D2 damage and are Paralyzed for 1 round.&lt;br /&gt;
&lt;br /&gt;
If a pufferfish lands on a target space, it acts as a landmine for 3 rounds that explodes if someone moves while within a 5x5 area of it. Targets within this explosion take 2 damage and are paralyzed for 2 rounds.&lt;br /&gt;
&lt;br /&gt;
The paralyzed duration stacks with each pufferfish hitting the same target.&lt;br /&gt;
|Fail = The caster is stung by their pufferfish mid-summon, poisoning themselves for D2 rounds.&lt;br /&gt;
|Succ = An extra pufferfish is summoned.&lt;br /&gt;
|RedLines = The pufferfish cannot be eaten or used in any other way other than the spell attack. They will disappear as soon as the mage stops casting.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Voco Aquatis&lt;br /&gt;
|Desc = Performing the spell, the caster calls upon the help of nearby aquatic creatures. Various animals answer the call to aid the mage in many different ways.&lt;br /&gt;
|Level = 4&lt;br /&gt;
|Casting = 16&lt;br /&gt;
|Range = Selfcast&lt;br /&gt;
|Damage = The mage summons a group of aquatic familiars by rolling a D2+1 for the amount summoned. While in the water, they will be immune to slows, bindings, and stuns, and receive +3 movement per summoned familiar. This lasts until exiting the water.&lt;br /&gt;
|Fail = The caster is misunderstood by nearby creatures and instead stung by a jellyfish, causing D2 damage.&lt;br /&gt;
|Succ = The mage rolls a D3+2 rather than a D2+1 to see how many familiars they may command.&lt;br /&gt;
|RedLines = The movement bonuses only apply while the caster moves within water deeper than 3 blocks, and the familiars cannot move farther than 35 blocks from the coast.&lt;br /&gt;
}}&lt;br /&gt;
{{Spell&lt;br /&gt;
|Name = Tide Call&lt;br /&gt;
|Desc = Amassing their energy, Aquamancers can open an elemental rift, pulling water in massive amounts out of it. Said rift doesn’t seem to affect any pre-existing matter, either opening in mid-air or within the hands of the Mage. As mentioned, water will continue to stream out of the rift, creating a tsunami-like wave and flooding any vicinity around the mage. Several aquatic animals can be found within the stream of water, ranging from small crabs to jellyfish and sometimes even larger animals, such as sharks.&lt;br /&gt;
|Level = 5&lt;br /&gt;
|Casting = 20&lt;br /&gt;
|Range = 30 meters&lt;br /&gt;
|Damage = The caster conjures a tsunami, affecting all in a 30x10x20 radius in front of them. The caster rolls a D3+3 to determine the base damage of this spell. Now they will need to roll a D5 to determine the animals brought into Eden through this spell.&lt;br /&gt;
&lt;br /&gt;
1 = Crabs, D2 is added to the spell's damage.&lt;br /&gt;
&lt;br /&gt;
2 = Squids, enemies are blinded for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
3 = Jellyfish, enemies are shocked for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
4 = Pufferfish, enemies are paralyzed for D3 rounds.&lt;br /&gt;
&lt;br /&gt;
5 = Sharks, 2d2 is added to the spell's damage.&lt;br /&gt;
|Fail = The caster’s spell backfires and deals D6 damage to themselves. The user also becomes covered by sea stars, making them unable to block any attacks against them, and also makes the user unable to attack for 1 round. The caster has seen limbs bent abnormally due to the strong currents moving over. Occasionally a shark could even bite off a limb.&lt;br /&gt;
|Succ = The spell deals maximum base damage, and the caster can choose from the D5 summons.&lt;br /&gt;
|RedLines = Any water and animals will vanish as soon as the caster leaves the area. This spell will leave the entire area with coral scraps and can destroy one building of moderate size.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast this spell can only be done once per OOC week and requires Loremaster's supervision.&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Container&lt;br /&gt;
|&lt;br /&gt;
|Fill =&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Purifying Prowess&lt;br /&gt;
|Desc = The caster gets the purifying ways of water under their full control, able to heal themselves and allies.&lt;br /&gt;
|Range = Touch&lt;br /&gt;
|Effect = The healing that takes place restores D2 health, be it for the caster themself or a target of choice. As with any other action, only one can be used per round of combat. Outside of combat, this spell can easily heal cuts and bruises and sometimes even bigger cuts. An aquamancer can also reattach limbs, should they have been severed recently and able to be reattached.&lt;br /&gt;
|RedLines = Life-threatening wounds, such as a heart puncture, fracture of the skull, or a giant cut in one's gut, cannot be healed by this spell. Reattaching limbs will cause the caster to lose consciousness immediately. Once used, this ability goes on cooldown for 2 rounds.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Aquatic Blessing (Marinamancy only)&lt;br /&gt;
|Desc = The caster gains the ability to breathe underwater for long amounts of time, and they gain an extra edge in water-bound combat. If underwater, their base movement speed is twice as fast, being able to outswim people running and occasionally even horses.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = Their base movement speed is doubled while in a body of water, and they can breath underwater. When the mage is drenched in water, be it by a pond, rain, river, or anything, they can spend an action to gain +2 intelligence for D3 rounds.&lt;br /&gt;
|RedLines = The intelligence boost of this spell has a cooldown of 4 rounds. The ends of their hair look a little blue and see-through.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{MagicAbility&lt;br /&gt;
|Name = Icy Mold (Frigumancy only)&lt;br /&gt;
|Desc = The caster reflexively creates a thin, transparent layer of ice all around their body when attacked. This effect may be cast even if the caster isn't aware of oncoming damage.&lt;br /&gt;
|Range = Self&lt;br /&gt;
|Effect = The mold is created as a free reaction, and protects the caster from D2 damage, even when the caster isn't aware of being attacked. This means the caster also can't prevent the mold from protecting them the moment it is formed.&lt;br /&gt;
|RedLines = After absorbing all damage it can take, the mold breaks. The icecaster has to wait for 2 rounds until the ability can activate again. Upon reaching level 5 of Frigumancy, a mage's mold will be able to absorb D2+1 damage, coming at a cost of taking 3 instead of 2 rounds to recharge.&lt;br /&gt;
}}&lt;br /&gt;
|&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navtable_Magic|class=&amp;quot;mw-collapsible&amp;quot;}}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Main_Page&amp;diff=3973</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Main_Page&amp;diff=3973"/>
		<updated>2023-06-06T11:48:28Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* Server Lore */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Wikitext.png|center|661x661px|frameless|link=https://www.youtube.com/watch?v=dQw4w9WgXcQ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto; padding: 3px; vertical-align: top;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
== The Land of Eden ==&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
== General Information ==&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |[[File:Eden1530.jpg|thumb|316x316px|Eden world map as of 1530. (Download to see all the details)]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;A World of Wonders and Endless Possibilities&amp;lt;/u&amp;gt; ===&lt;br /&gt;
Driven by imagination, the world of Eden is a sandbox filled with interesting races, nations, biomes, stories and characters. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From the moment you join you will be pulled into a plethora of adventures&lt;br /&gt;
&lt;br /&gt;
which rarely end without something magical happening.&lt;br /&gt;
&lt;br /&gt;
Playing on Eden is an exercise in collaborative creation.&lt;br /&gt;
&lt;br /&gt;
You and your friends have all the freedom to create epic stories filled with&lt;br /&gt;
&lt;br /&gt;
tension and memorable drama.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Your collective creativity will build stories that you will tell again and again,&lt;br /&gt;
&lt;br /&gt;
ranging from utterly absurd to the stuff of legends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Welcome to Eden. Welcome to Fables and Fantasy RP'''&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
=== &amp;lt;strong&amp;gt;&amp;lt;u&amp;gt;Welcome to the Fables &amp;amp; Fantasy RP Wiki!&amp;lt;/u&amp;gt;&amp;lt;/strong&amp;gt; ===&lt;br /&gt;
&amp;lt;p&amp;gt;The goal of our Wiki is to serve as a repository of accurate, up-to-date information about the server.&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;p&amp;gt;In general, the information here relates to the current server lore.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== '''&amp;lt;u&amp;gt;Useful links:&amp;lt;/u&amp;gt;''' ===&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Website:''' https://fablesfantasyrp.com/ &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Forums:''' https://forums.fablesfantasyrp.com/ &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''PlanetMinecraft:''' https://www.planetminecraft.com/server/fables-and-fantasy/ &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Dynamic map:''' https://dynmap.fablesfantasyrp.com &amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;'''Official Discord:''' https://discord.gg/fablesfantasyrp&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;.&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Server information:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
'''IP:''' play.fablesfantasyrp.com &lt;br /&gt;
&lt;br /&gt;
'''Minecraft version:''' 1.19.2&lt;br /&gt;
&lt;br /&gt;
'''Optifine Recommended!'''&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
== Server Lore ==&lt;br /&gt;
|-&lt;br /&gt;
|[[File:NationsTab.png|center|frameless]]&lt;br /&gt;
|[[File:RacesTab.png|center|frameless]]&lt;br /&gt;
|[[File:WorldTab.png|center|frameless]]&lt;br /&gt;
|[[File:MagicTab.png|center|frameless]]&lt;br /&gt;
|[[File:TutorialsTab.png|center|frameless]]&lt;br /&gt;
|-&lt;br /&gt;
!The Nations of Eden&lt;br /&gt;
!The inhabitants of Eden&lt;br /&gt;
!World Lore&lt;br /&gt;
!Magic and Spell Lores&lt;br /&gt;
!Server Guides&lt;br /&gt;
|-&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| ;text-align: left; |'''Active Nations:'''&lt;br /&gt;
*[[File:Hadriana2.png|20x20px]] [[The Hadrian Empire]]&lt;br /&gt;
*[[File:Luminion Logo png.png|20x20px]] [[The Enlightened Kingdom of Luminion]]&lt;br /&gt;
*[[File:Myln Arbor.png|24x24px]] [[The Mystical Empire of Mitrona]]&lt;br /&gt;
*[[File:Anjyarr_coa_transparent.png|22x22px]][[The Empire of Anjyarr]]&lt;br /&gt;
*[[File:Hoogh.png|20x20px]] [[Highland_Freestate |The Highland Freestate]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Avalheim.png|20x20px]] [[The Icy Domain of Avalheim]]  &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Settlements'''&lt;br /&gt;
*[[File:ZadhSquare.png|20x20px]] [[Zadh Nadrozz|The Faul Tide of Zadh Nadrozz]]&lt;br /&gt;
*[[File:Arduan.png|20x20px]] [[The High Kingdom of Arduan]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Defunct Nations:'''&lt;br /&gt;
&lt;br /&gt;
*[[https://fablesfantasyrp.com/wiki/index.php/Category:Defunct_Nations Defunct Nations]]&lt;br /&gt;
*&lt;br /&gt;
|'''Human races:''' &lt;br /&gt;
*[[The Attian Humans]]&lt;br /&gt;
*[[Hinterlanders|The Hinter Humans]]&lt;br /&gt;
*[[The Khadan Humans]]&lt;br /&gt;
&lt;br /&gt;
'''Elven races:'''&lt;br /&gt;
*[[High Elves]]&lt;br /&gt;
*[[Dark Elves]]&lt;br /&gt;
*[[Wood Elves]]&lt;br /&gt;
&lt;br /&gt;
'''Dwarven races:'''&lt;br /&gt;
*[[Denur]]&lt;br /&gt;
&lt;br /&gt;
'''Faulskin races:'''&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
&lt;br /&gt;
'''Other races:'''&lt;br /&gt;
*[[Halflings]]&lt;br /&gt;
*[[Tieflings]]&lt;br /&gt;
|'''World Lore:'''&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Interesting_Locations Interesting Locations]&lt;br /&gt;
*[[Bestiary]]&lt;br /&gt;
*[[Botany]]&lt;br /&gt;
*[[Geology]]&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Plagues_and_Diseases Plagues and Diseases]&lt;br /&gt;
*[[Edens Calendar]]&lt;br /&gt;
*[[Important People]]&lt;br /&gt;
*[https://fablesfantasyrp.com/wiki/index.php/Category:Religions Religions]&lt;br /&gt;
|'''Magic and how to use it:'''&lt;br /&gt;
* [[Magic and becoming a Spellcaster]]&lt;br /&gt;
&lt;br /&gt;
'''Types of Magic:'''&lt;br /&gt;
&lt;br /&gt;
*[[Elemental Magic]]&lt;br /&gt;
*[[Voidal Magic]]&lt;br /&gt;
|'''Guides for the F&amp;amp;F server systems:'''&lt;br /&gt;
*[[The Chat System]]&lt;br /&gt;
*[[Useful Commands]]&lt;br /&gt;
*[[Acquiring Land]]&lt;br /&gt;
*[[The Character System Guide]]&lt;br /&gt;
*[[The Plot System Guide]]&lt;br /&gt;
*[[Party System Guide]]&lt;br /&gt;
*[[Item approval and how to use it]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=Item_approval_and_how_to_use_it&amp;diff=3971</id>
		<title>Item approval and how to use it</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=Item_approval_and_how_to_use_it&amp;diff=3971"/>
		<updated>2023-06-05T17:26:05Z</updated>

		<summary type="html">&lt;p&gt;H00ds: /* I have an item with a different approved tag, what does this mean? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fables and Fantasy RP makes use of a system where items get Event team or Loremaster approval to authenticate items that have certain uses or meanings. This guide is meant to help you understand what the approval tags mean and how to use them. First things first, you need to understand which types of approval there are and what they mean.&lt;br /&gt;
&lt;br /&gt;
== Overview: ==&lt;br /&gt;
&lt;br /&gt;
Event Approval tags are made by Gamemasters. These approval tags are meant to show items that are obtained IC and through roleplay. That means these items are canon and can be displayed as such. Event Approved items are cosmetic items and do not have any direct impact on the world around them, so they cannot be used as weapons on their own.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
For example; you kill a spider and loot its fang. You might get an item with the Event Team Approval that this was indeed a spider fang salvaged this way. These fangs cannot be used themselves, however depending on the description you might change them.&lt;br /&gt;
[[File:Giant Mother Spider Fang.png|none|thumb|334x334px|Event team approved item.]]&lt;br /&gt;
Loremaster approval tags are made by Loremasters. These approval tags are meant to show items are able to be used to affect the user or the world around them. That means these items are able to be used for special means outside of the norm. These effects will always have to be described on the item. &lt;br /&gt;
&lt;br /&gt;
For example; you have the spider fang from above and see it states there is strong poison inside. If you wish to utilize this poison you must extract it by requesting an event. The event team will then ask loremasters to help balance the poison and the loremaster will give a Loremaster approval tag. Now the item is ready for use. &lt;br /&gt;
[[File:Vial of Giant Spider Venom.png|none|thumb|338x338px|Loremaster approved item.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As seen above, this item has infuence on the world around it if it is applied and able to poison the target. Or it is able to influence the user by poisoning them. This requires it to have the loremaster approval tag. &lt;br /&gt;
== So when do your items need approval? ==&lt;br /&gt;
&lt;br /&gt;
Most often, your items will not need any staff approval. Anything with custom lore that just describes the appearance of an item or foods and drinks that have no special effects to them do not need lore approval. Event team and loremaster approval tags are usually a way to authenticate items you got through RP. Such as severed heads, casting items, and objects obtained during events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Event team-approved items can not be requested without having done a proper event for them. If you hunt something, for instance, you can harvest the corpse for certain items, it is up to the gamemaster if those items can actually be harvested or not. Other small trinkets and relics can also be obtained from events and will have this tag. Once again, these items do not have much use except as trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Loremaster-approved items can be requested if the item in question has an effect on its user or the world and people around them. These items will only be approved if there’s a good reason for those items to have such effects. Such as the casting items of a mage character. Their magic stems from their catalyst, so when they insert their catalyst into a new item, it will get loremaster approval as a casting item. Similar items with special effects will have to get Loremaster approval before they can get used. Open up a lore request ticket for questions, it is up to the loremaster to say whether an item can or cannot be introduced into the server.&lt;br /&gt;
&lt;br /&gt;
== I have an item with a different approved tag, what does this mean? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It might be possible you find yourself in possession of an item with a different approval tag than what you saw before, such as the following:&lt;br /&gt;
[[File:Outdated Loremaster approval.png|none|thumb|420x420px|Outdated Loremaster Approval tag]]&lt;br /&gt;
[[File:Player created tag.png|none|thumb|Outdated player created tag.]]&lt;br /&gt;
Do note that items with these tags are outdated and no longer supported in the same way. So items with these approval tags do not have any canon worth when used in peculiar situations. If you do happen to own one of such items then open a lore ticket so you might get a replacement where needed.&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Player_created_tag.png&amp;diff=3970</id>
		<title>File:Player created tag.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Player_created_tag.png&amp;diff=3970"/>
		<updated>2023-06-05T17:25:31Z</updated>

		<summary type="html">&lt;p&gt;H00ds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;PC&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=File:Outdated_Loremaster_approval.png&amp;diff=3969</id>
		<title>File:Outdated Loremaster approval.png</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=File:Outdated_Loremaster_approval.png&amp;diff=3969"/>
		<updated>2023-06-05T17:24:50Z</updated>

		<summary type="html">&lt;p&gt;H00ds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Outdated LM approval&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Character_System_Guide&amp;diff=3968</id>
		<title>The Character System Guide</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Character_System_Guide&amp;diff=3968"/>
		<updated>2023-06-05T17:18:21Z</updated>

		<summary type="html">&lt;p&gt;H00ds: Undo revision 3962 by H00ds (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fables and Fantasy RP makes use of a custom character system written by our Tech Team. This guide will walk players through every aspect of the system and explain how it should be used.&lt;br /&gt;
&lt;br /&gt;
== Overview: ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In roleplaying, you play a character. On the server, each character has a unique character card, bank account, inventory, and enderchest that are all linked to that particular character.&lt;br /&gt;
&lt;br /&gt;
Each player is allowed a maximum of &amp;lt;u&amp;gt;two active character slots&amp;lt;/u&amp;gt;, and a &amp;lt;u&amp;gt;maximum of three characters can be shelved at once.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tokens can be collected to purchase a rank to increase this number. To find out which ranks grant additional character slots, players can use the /tokenshop command. Additionally, if players boost the discord server, the maximum number of slots can also be increased by 1.&lt;br /&gt;
&lt;br /&gt;
Each character has their own bank account, inventory, and enderchest. &amp;lt;u&amp;gt;Keep in mind that it is against the rules to share items or money among your characters.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Creating a character ==&lt;br /&gt;
&lt;br /&gt;
When players first join the server, they are met with a chat message introducing the process of creating a character. Existing players must also use the following command if they want to create a new character:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/char new&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alternatively, the following command also works:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/newcharacter&amp;lt;/code&amp;gt;&lt;br /&gt;
Instructions will follow in the chat, which the player must follow.&lt;br /&gt;
&lt;br /&gt;
Instructions will follow in the chat, which the player must follow.&lt;br /&gt;
&lt;br /&gt;
After doing so, players will encounter instructions in the chat that will lead them through the character creation procedure. Players must type in the chat to answer the questions:&lt;br /&gt;
&lt;br /&gt;
Starting with their name:&lt;br /&gt;
[[File:Character name question.jpg|thumb|471x471px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then the age of their character. To create an accurate age for their character, players should review the age requirements for the various races on the wiki.&lt;br /&gt;
[[File:Character age .jpg|thumb|432x432px|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players can choose the following genders: female, male, and other:&lt;br /&gt;
[[File:Char gender.jpg|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The next step is for players to choose their race. Their relationships on the server, the racial bonuses they will receive, and the appearance of their character all depend on this. All details of this should be reviewed on the wiki.&lt;br /&gt;
[[File:Char race.jpg|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following this, players must create a character description, which need not be as detailed as their biography for the whitelist application. A few words about their personality and appearance will suffice.&lt;br /&gt;
[[File:Char name.jpg|none|thumb|490x490px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players’ performance during Combat Roleplay (CRP) will be influenced by the stat points they choose. For more information on stat points, visit the CRP rules page on the forums. To subtract points from a stat, players must click the - on the left, and to add points, click the + on the right.&lt;br /&gt;
[[File:Char stats.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The player’s character is now ready for use after they’ve finished the procedure. Now is the time to discover Eden and all it has to offer. To get a summary of their current character, players must type &amp;lt;code&amp;gt;/card.&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Information &amp;amp; Switching Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To see a list of their current characters, the player must do the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/char list&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A list of the player’s characters will appear, along with their statuses:&lt;br /&gt;
[[File:Character list.jpg|none|thumb|436x436px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To switch characters, the player must do the following command. In place of ‘Clarissa Reinhardt’, put your character’s full name: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/characters [character name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Character Card ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A character card consists of the character’s name, age, gender, race, description, and stats for combat roleplay (CRP). These will all be selected during the character creation and some options can be changed later on.&lt;br /&gt;
&lt;br /&gt;
To access a character’s information card, the player must do the following command. To view their own character card, the player must do the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/card&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To view other players’ cards, the player must /card [character]. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/card [character name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alternatively, players can shift+right click on a character to view their card.&lt;br /&gt;
[[File:Char info list.jpg|none|thumb|557x557px]]&lt;br /&gt;
&lt;br /&gt;
== Changing character stats ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''[E]''' buttons on the player's character card are accessible by typing the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/card&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These buttons can be pressed to edit values on the character card. Note that the buttons appear gold if they are editable, dark gray if the user does not have permission to edit them, and black if the value is not editable at all.&lt;br /&gt;
&lt;br /&gt;
To change a character’s stats, the player must click on the gold [E] button beside the stats:&lt;br /&gt;
[[File:Stats.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A pop-up menu allowing the player to change their stats will appear:&lt;br /&gt;
[[File:Clara reinhardt stats menu.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To add a point to one of the categories, the player must press the button next to the stat they wish to minus, and a [-] sign will appear:&lt;br /&gt;
[[File:Minus stats.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To add a point to one of the categories, the player must press the button at the end of the row of the stat they wish to add, and a [+] sign will appear:&lt;br /&gt;
[[File:Plus stats.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The purple amethyst shard will indicate how many stat points the player has available to use:&lt;br /&gt;
[[File:Stats menu shard.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that players must wait 30 days until they can change their stats again. If another change is attempted, the following message will appear:&lt;br /&gt;
[[File:Stats error.jpg|none|thumb|800x800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a mistake is made when changing one’s stats, the player can make a lore request ticket in the [https://discord.com/invite/EbszuUeSGe Fables and Fantasy Support Discord.]&lt;br /&gt;
&lt;br /&gt;
== Death, deletion, and shelving Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;A character can never be deleted; instead, it is marked as inactive.&amp;lt;/u&amp;gt; This means that they are not playable and won't appear in menus like /characters.&lt;br /&gt;
&lt;br /&gt;
There are three possible statuses for a character: ''active, dead, and shelved.'' The associated profile is marked as inactive when a character is either deleted or shelved. There is a big difference between shelving and killing characters described below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Shelving a character''' means the character will be inactive for 3 weeks. Players will not be able to access the character for this time period. If players finish a story arc on one character and are getting bored of playing them, they might choose to shelf this character and put the character inactive.&lt;br /&gt;
&lt;br /&gt;
Players must remember they have a maximum of 3 shelved characters they can have at once. If this time period has passed, and players have 1 active character slot open, they can unshelf the character and play it again.&lt;br /&gt;
&lt;br /&gt;
To shelve a character, the player must do the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/char shelf [character name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following prompt will appear, asking the player to confirm their action:&lt;br /&gt;
[[File:Shelf character.jpg|none|thumb|442x442px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After 3 weeks or more, to unshelve a character, the player must do the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/char unshelf [character name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Killing a character''' means that the character is permanently dead. Except in unusual circumstances, players won't be able to access this character or their inventory any longer. Players will do this if their character dies IRP and they consent to a permanent kill.&lt;br /&gt;
&lt;br /&gt;
To permanently kill a character, the player must do the following command. This is irreversible:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/char kill [character name]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following message will be displayed once the command has been entered. There is no confirmation for this command, so be careful that you are sure you wish to kill the character:&lt;br /&gt;
[[File:Kill char.jpg|none|thumb|400x400px]]&lt;br /&gt;
&lt;br /&gt;
== Builder Profiles for the Plotworld ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All players get a ‘builder’ profile, which allows them to access the plotworld.&lt;br /&gt;
&lt;br /&gt;
To switch to your ‘builder’ profile, the player must do the following command:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/characters&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The profile menu will appear, and the player must select the ‘builder’ profile:&lt;br /&gt;
[[File:Character menu.jpg|none|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''A side note: The command &amp;lt;code&amp;gt;/characters&amp;lt;/code&amp;gt; is the main command used to access character-related commands, however, the command &amp;lt;code&amp;gt;/char become&amp;lt;/code&amp;gt; can also be used.''&lt;br /&gt;
&lt;br /&gt;
== Selecting a Human character’s race for the first time ==&lt;br /&gt;
&lt;br /&gt;
Legacy players who have played human characters prior to the 3.0 update will be asked to choose a profile when they join the server. (In this example, I've chosen a human character):&lt;br /&gt;
[[File:Choosing profile.jpg|none|thumb]]&lt;br /&gt;
The chat will then explain that the human race has been split into 3 races, and a specific sub-race must be chosen for each of a player’s human characters:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Players must write ‘continue’ in the chat to proceed:&lt;br /&gt;
[[File:Continue.jpg|none|thumb|558x558px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After writing ‘continue’ in the chat, players will be prompted with the following options:&lt;br /&gt;
[[File:Choosing human race.jpg|none|thumb]]&lt;br /&gt;
For this character, I chose the ‘Attian Human’ race. There are three Human race options: Attian, Hinterlander, and Khadan.&lt;br /&gt;
&lt;br /&gt;
Players must select whichever race fits their Human character.&lt;br /&gt;
&lt;br /&gt;
== Command overview ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Command&lt;br /&gt;
!Effect &lt;br /&gt;
|-&lt;br /&gt;
|/char new&lt;br /&gt;
|Create a new character&lt;br /&gt;
|-&lt;br /&gt;
|/card &lt;br /&gt;
|View the card of your character&lt;br /&gt;
|-&lt;br /&gt;
|/card [Character name]&lt;br /&gt;
|View the card of any character&lt;br /&gt;
|-&lt;br /&gt;
|/characters, or /char become&lt;br /&gt;
|Opens character selection window&lt;br /&gt;
|-&lt;br /&gt;
|/char list&lt;br /&gt;
|Shows a list of all your characters&lt;br /&gt;
|-&lt;br /&gt;
|/char shelf [Character name]​&lt;br /&gt;
|Shelves your character for 3 weeks&lt;br /&gt;
|-&lt;br /&gt;
|/char unshelf [Character name]​&lt;br /&gt;
|Unshelves your character after 3 weeks​&lt;br /&gt;
|-&lt;br /&gt;
|/char kill [Character name]​&lt;br /&gt;
|Permanently kills your character&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
	<entry>
		<id>https://fablesfantasyrp.com/wiki/index.php?title=The_Character_System_Guide&amp;diff=3967</id>
		<title>The Character System Guide</title>
		<link rel="alternate" type="text/html" href="https://fablesfantasyrp.com/wiki/index.php?title=The_Character_System_Guide&amp;diff=3967"/>
		<updated>2023-06-05T17:17:52Z</updated>

		<summary type="html">&lt;p&gt;H00ds: Undo revision 3965 by H00ds (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fables and Fantasy RP makes use of a system where items get Event team or Loremaster approval to authenticate items that have certain uses or meanings. This guide is meant to help you understand what the approval tags mean and how to use them. First things first, you need to understand which types of approval there are and what they mean.&lt;br /&gt;
&lt;br /&gt;
== Overview: ==&lt;br /&gt;
&lt;br /&gt;
Event Approval tags are made by Gamemasters. These approval tags are meant to show items that are obtained IC and through roleplay. That means these items are canon and can be displayed as such. Event Approved items are cosmetic items and do not have any direct impact on the world around them, so they cannot be used as weapons on their own.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
For example; you kill a spider and loot its fang. You might get an item with the Event Team Approval that this was indeed a spider fang salvaged this way. These fangs cannot be used themselves, however depending on the description you might change them.&lt;br /&gt;
&lt;br /&gt;
[[File:Char gender.jpg|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
Loremaster approval tags are made by Loremasters. These approval tags are meant to show items are able to be used to affect the user or the world around them. That means these items are able to be used for special means outside of the norm. These effects will always have to be described on the item.&lt;br /&gt;
&lt;br /&gt;
For example; you have the spider fang from above and see it states there is strong poison inside. If you wish to utilize this poison you must extract it by requesting an event. The event team will then ask loremasters to help balance the poison and the loremaster will give a Loremaster approval tag. Now the item is ready for use.&lt;br /&gt;
&lt;br /&gt;
[[File:Char gender.jpg|thumb|none]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== So when do your items need approval? ==&lt;br /&gt;
&lt;br /&gt;
Most often, your items will not need any staff approval. Anything with custom lore that just describes the appearance of an item or foods and drinks that have no special effects to them do not need lore approval. Event team and loremaster approval tags are usually a way to authenticate items you got through RP. Such as severed heads, casting items, and objects obtained during events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Event team-approved items can not be requested without having done a proper event for them. If you hunt something, for instance, you can harvest the corpse for certain items, it is up to the gamemaster if those items can actually be harvested or not. Other small trinkets and relics can also be obtained from events and will have this tag. Once again, these items do not have much use except as trophies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Loremaster-approved items can be requested if the item in question has an effect on its user or the world and people around them. These items will only be approved if there’s a good reason for those items to have such effects. Such as the casting items of a mage character. Their magic stems from their catalyst, so when they insert their catalyst into a new item, it will get loremaster approval as a casting item. Similar items with special effects will have to get Loremaster approval before they can get used. Open up a lore request ticket for questions, it is up to the loremaster to say whether an item can or cannot be introduced into the server.&lt;br /&gt;
&lt;br /&gt;
== I have an item with a different approved tag, what does this mean? ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It might be possible you find yourself in possession of an item with a different approval tag than what you saw before, such as the following:&lt;br /&gt;
[[File:Char gender.jpg|thumb|none]]&lt;br /&gt;
[[File:Char gender.jpg|thumb|none]]&lt;br /&gt;
Do note that items with these tags are outdated and no longer supported in the same way. So items with these approval tags do not have any canon worth when used in peculiar situations. If you do happen to own one of such items then open a lore ticket so you might get a replacement where needed.&lt;/div&gt;</summary>
		<author><name>H00ds</name></author>
	</entry>
</feed>