Magic Cantrips

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Mages may only choose 3 spells from their one school of choice if they select it as a secondary skill. Mages may choose 5 among 2 schools of choice if they select their school as a primary skill, so long as they are not from opposing categories. Mages who take magic as a secondary skill may cast 2 spells within an hour, or one encounter. Mages who take magic as their primary skill may cast 4 spells within an hour, or one encounter. Additional spells may attempted to be cast, but require a d20 roll, the difficulty being 5 x # of additional spells trying to be cast. If failed, the mage’s spell will fizzle, and it will still count towards their spell exhaustion. You roll with your spellcasting modifier.

For example, a secondary skill Arcanologist attempts to cast a spell for the third time. They must /roll d20 and roll 5+ to succeed. The fourth time, the roll must be 10+, etc. Mages will no longer suffer from spell exhaustion upon the end of an encounter, or an hour has passed since the last spell cast attempt if not in combat.


Secondary skill mages will have a spellcasting bonus of +3 towards any rolls regarding their magic. Primary skill mages have a spellcasting bonus of +5.

  • Wizardry opposes Elementalism
  • Deificism opposes Occultism


You may use any non-combative handheld object as your spellcasting focus. You must state what your spellcasting focus on your Character Application. This applies additionally to staves, wands, books, cards, instruments, or your hands. Shields and martial weapons such as but not limited to swords, bows, axes, crossbows, or any form of martial weapon may not be used as a spellcasting focus unless stated otherwise.

Mages may only channel a single spell at a time. If attempting to cast another spell while channeling another, their channeled spell will automatically end unless stated otherwise. Being significantly distracted or hit in combat can result in a channeled spell dissipating. If hit while channeling a spell, a mage must succeed with 11+ on a d20 roll to continue channeling, lest their concentration breaks.

A magical effect ends sooner in the heat of combat. Every turn of spell duration roughly translates to thirty seconds outside of combat if not stated otherwise, as the mage can more easily focus on the spell.

Arcanology

Category: Wizardry

Arcanology is a unique school in that its students are not necessarily masters of one skill but rather jacks-of-all-trades. The School of Arcanology is further distinctive in that practitioners bind their magic to their gear for conjuring with various trinkets on their person being catalysts of sorts for activating their spells. Arcanology is the study of the arcane, what most would call wizards. Their magic descending from the ancient studies of lost civilizations, Arcanology taps into the very essence of magic itself to weave spells

Cantrips (T1) Descriptions
Magic Bolts As an action, you summon a homing arcane bolt in front of you. You may send it towards an opponent within 10 blocks, which will direct itself towards the center of their body mass. An arcane bolt hits with a force similar to a strong punch.
Arcane Tricks As an action, the caster may call forth visual magic. Choose one of two effects:


1. The caster may create sparkling magical effects in the world around you within a 5 block radius. You may create magical markings, symbols, writing or illustrations that appear on objects, or in the air within a 2x2 flat space, or a 1x1x1 cube for up to 1 hour, or the entirety of an encounter. These may be animated, with harmless visual effects accompanying them.


2. The caster fires forth an arcane flare, firing it up to 15 blocks before bursting into sparkles. The effect is purely visual, and the flare will not burst if fired into something, fizzling instantly.

Lesser Ward As an action, you summon forth a personal ward of translucent arcane energy that covers roughly half the size of the caster’s torso, which functions as an arcane shield. This ward requires the caster to keep one hand free, or a spellcasting focus to act as an anchor point for the spell while the other hand remains usable. Lesser Ward lasts for 5 turns, or 10 minutes out of combat. You may dismiss the conjuration at any time.
Arcane Reach As an action, you are able to manipulate non-combative, untethered objects no greater than one cubic foot in dimensions and weighs no more than 20lbs, from a maximum distance of 5 blocks as a form of telekinesis.

While an object is under the effect of Arcane Reach, it continually has a dull blue or purple aura around it. You may also use Arcane Reach to manipulate objects as though it were done by their own hand, whether it be to flip the pages of a book, open a door, retrieve something from a container, or to pour glasses.


If channeling this spell, as an action you may move the object 1 block in any direction. This spell can be channeled indefinitely. If concentration is broken, or if you are ever farther than 5 blocks away from the object, the spell ends.

Arcane Rise As an action, you may cause a small burst of arcane energy underneath you, sending yourself three blocks in the air as an extended jump, though it offers you no protection from the fall. The spell requires the caster to have their feet on solid ground.
Arcane Force As an action, you may call forth a burst of arcane energy around yourself that forces objects and creatures within a 1 block radius backward two blocks.
Detect As an action, the caster attunes their visual senses to the arcane. They are able to detect if any object, creature or person is magical within their vision in emote range for up to 5 turns, or 10 minutes. A hazy arcane aura is detected around the person or object, though the nature of the magic cannot be detected. The size and intensity of the aura is dependent on the power or concentration of the magic, where minor enchantments and apprentice mages may only emit a small and outlining glow around their person, and ancient magical artifacts or archmages may be completely surrounded or engulfed by a great swirling arcanic aura.

Aeromancy

Category: Elementalism

The art of Aeromancy is one that descended from the highest monasteries atop mountains within the Te’jin Isles. Exclusively practiced and taught only to followers of their insular asceticism for centuries, it has only recently been shared to the outside world with the decline and near-extinction of the Makamuran monk order. Today, it can be found across Alm, though only the eldest hermits have truly mastered the magic.

Cantrips (T1) Descriptions
Windfall As a reaction, the caster can call forth gales of wind to soothe their speed either when falling, or being thrown in any direction into something. A cushion of air is formed around the caster’s being, preventing any damage to be taken from falls, being thrown into walls, or saving them from hazards such as spikes, rivers or lava. The cushion will last long enough for the mage to stand up and attempt to jump away from in their current position, though will not follow them as to allow them to walk over spikes or hazards.
Airblast As an action, the caster concentrates a powerful gale, before sending it forth to overpower their enemies within a 5 block radius. Choose one of two effects:


1. Choose up to 3 targets, and split the number 5 among them. The gale of wind will then push the targets backward equal to the number split among them.


2. Choose a target, and the gale of wind will thus push them 2 blocks in any direction of the caster’s choosing.

Nimbus As an action, the caster calls forth a cloud no larger than 1 block. They are able to stand or sit upon it, and can operate it as though it were a vehicle. The cloud moves as fast as a full sprint, and levitates 1 block off of the ground, allowing it to fly over ground hazards or liquids such as spikes or water. At the beginning of your next turn, the Nimbus dissipates. Nimbus may be channeled for up to 5 turns, or 10 minutes out of combat to lengthen the duration of the spell.
Aerology As an action, the caster summons and commands the air around them to their bidding within a 5 block radius. Choose one of the following effects:


1. The caster may create or manipulate the air around themselves to calm or create harsh winds and gales. You may blow objects in a non-combat manner off of shelves, send leaves flying in the wind or ripple water, dry or cool objects or creatures with a controlled gale, or any other aesthetic display with the wind around you for up to 1 hour.


2. The caster may blow out candles, torches or fires 1 block in size or smaller.


3. The caster may affect  any gaseous properties in the air such as fog, pollen or mist no larger than 3x3x3, choosing to either disperse it or move it in any direction 4 blocks.

Gale Imbuement As a bonus action, the caster may imbue their next strike with an enhanced swiftness and gravity. Choose a held weapon, spellcasting focus, or your own hand, and the next strike made will move and land doubly as swift and hard as it normally would. This effect lasts for 5 turns or 10 minutes out of combat, or until used, whichever comes first.
Cloudfog As an action, the caster may create a thick fog, mist or cloud which is 3x3x3 blocks large, choosing a point within a 5 block radius. Vision is heavily obscured within this area, with the exception of the caster who is able to see clearly through it. As a bonus action, Cloudfog may be moved 3 blocks in any direction. At the beginning of your next turn, Cloudfog disperses. Cloudfog may be channeled for up to 5 turns, or 10 minutes out of combat to lengthen its duration.
Ripplesense As an action, the caster communes with the air currents around themselves, enabling them to sense movements that are not seen, and detect them before traditional senses may. As a reaction, the caster is capable of catching projectiles sent to themselves or a target within a 1 block radius of themselves, or redirect the projectile harmlessly away with the wind. Within a 5 block radius, the caster can detect all movement without vision, including those invisible. At the beginning of your next turn, Ripplesense fades. Ripplesense may be channeled for up to 5 turns, or 10 minutes out of combat to lengthen its duration.

Geomancy

Category: Elementalism

Geomancy originated from the first Dwarves, as the first of their kind burst forth from the stone. Geomancy first found usage deep in the depths of the Dwarven mines, with it later being utilized in minor operations as a method of rescuing miners, then, in the later wars amongst the Dwarves, Amyrians and Mountain Clans, with Geomancy spreading from its dwarven origin throughout Alm.

Cantrips (T1) Descriptions
Stonestump As an action, the caster bends the ground beneath their enemy. Choose a target within emote range who is on solid ground. Small stonework juts upward towards their feet, hitting them with such force it causes them to be knocked down prone. After a few moments, the stonework slowly recedes back into the earth, serving its purpose.
Catapult As an action, the caster urges the very ground beneath them into action, launching them. Choose one of two effects:


1. The caster is launched 4 blocks horizontally in a cardinal direction of their choice. As this happens, a small layering of stone forms around their body, allowing them to slam into objects or people with brute force, not damaging themselves in the process. This can also be used as a dash, allowing the caster to cross gaps or rivers within the dash range.


2. The caster is launched 3 blocks upward, allowing them to scale medium obstacles.

Tombstone As an action, the caster conjures forth a stone or uses an existing one around them, sending it towards a target’s head within a 6 block radius. Upon striking, it dazes the target for their next turn, as well as causing any blunt trauma associated from having a rock thrown at your head.
Geoshift As an action, the caster can cause any metal or stone to be shifted in the world around them within emote range, benefiting them or to the detriment of their enemies. Choose one of two effects:


1. Choose a piece of solid ground or wall to have it shift upward or sideways in a way which adheres to gravity. Either two blocks stacked atop one another, or two blocks being shifted above ground next to one another. Commonly used to create or remove cover, an obstacle or a temporary staircase. The effect may be dismissed at any time by the caster, or for 5 turns, or 10 minutes outside of combat, until shifting back to their original arrangement.


2. Choose up to a 2x2 area of solid ground, having it sink down 1 block to create a waist-high hole. The effect may be dismissed at any time by the caster, or for 5 turns, or 10 minutes outside of combat, until shifting back to their original arrangement.

Mudmuck The caster punches down into the ground, churning the earth into a deep sludge. Choose a 3x3 area within a 4 block radius that is solid ground. The ground in this area is churned into a thick muddy muck two feet deep, causing those within it to move at a crawling pace. This effect lasts until the end of your next turn. Mudmuck may be channeled for up to 5 turns, or 10 minutes out of combat to lengthen its duration.
Rock and Stone As an action, the caster summons and commands the air around them to their bidding within a 5 block radius. Choose one of the effects:


1. The caster may create or manipulate earthly materials around themselves such as clay, dirt and stone into aesthetic displays or for non-combative usages, such as forming clay into small urns, morphing clay bowls into something else, or making small crude statues of someone’s likeness or small figurines. The effect itself can take no larger space than 1 block, and will revert after an hour.


2. If channeled for two turns, on their third the caster may shift or affect stone, dirt and clays to manipulate the world around them in a 2x2x2 area. Whether it is tunnelling, filtering specific substances, moving large boulders or rubble, creating or moving walls, churning dirt into suitable farmlands, or helping create a dam or redirect waterways.

Tremorsense As an action, the caster communes with the earth around themselves, enabling them to sense movements that are not seen, and detect them before traditional senses may. Within a 5 block radius and up to 25 blocks underneath them, the caster can detect all movement without vision, including those invisible. Ground traps near their radius such as tripwires and pitfalls are also detected. At the beginning of your next turn, Tremorsense fades. Tremorsense may be channeled for up to 5 turns, or 10 minutes out of combat to lengthen its duration.

Hydromancy

Category: Elementalism

Hydromancy is a subtype within the greater art of elementalism, which is to tap into the primal energies of Alm and manipulate them into the raw elemental forms of the realm. Hydromancy was originally created by the Riverfolke as a brute-force method of controlling weather systems. Today, Hydromancy stands at the razor sharp intersection between the past and progress, but its practitioners have lost none of their prowess.

Cantrips (T1) Descriptions
Sachi’s Summoning As an action, choose one of two effects.


1. The caster conjures a baseball sized ball of packed snow in their palm. This whole process takes only a few seconds, and the snow is fully corporeal, and can be used for anything that mundane snow can be used for. If channeled for an additional turn, the caster may create a cubic foot of snow instead.


2. The caster conjures a baseball sized ball of fresh water or salt water in their palm, which maintains shape until it leaves the grasp of the caster. This whole process takes only a few seconds, and the water is fully corporeal, and can be used for anything that mundane water can be used for. If channeled for an additional turn, the caster may create a cubic foot of water instead, which will lose its form upon the end of the caster's channel, then behaving as normal water thereafter.

Frozen Figurine As an action, the caster conjures forth a cubic foot block of snow within 2 blocks of themselves, magically carving the block into a perfect likeness of whatever they mentally picture within that size. If whatever they pictured would normally be animate, the caster can choose to animate the likeness. A likeness cannot operate on its own, cannot speak, and follows all orders given by its creator. Over an hour, the likeness will melt into a puddle if it is above 0 degrees Celsius.The likeness can also be destroyed by a single swift kick. A mage may only have one Frozen Figurine active at a time.
Sachi’s Snakes As an action, the caster can surround themselves with a series of spiralling, levitating “snakes” either made of water or snow that loop around the caster for 5 minutes, or 10 turns if in combat. If the caster is attacked in melee, the snakes crash into the attacker’s weapon, slowing the blow and halving the bludgeoning, piercing, or slashing damage from the attack. Sachi’s Snakes dissipate after slowing the attack.
Watery Propulsion As an ongoing channel, the caster can summon and command currents to propel a willing humanoid or small water vehicle (like a canoe or a fishing vessel) at speeds of up to 14 knots, allowing them to travel through water as quickly as if they were sprinting at top speed. In addition, while inside this current, the target can breathe underwater. Watery Propulsion can be channeled for up to ten minutes, or 20 turns.
Dicio Aquam In order to cast the spell, the caster must first select a pre-existing amount (equal to one block or less) of water. As a channel, the caster can manipulate and morph the block of water to behave however they’d like. They can form simple shapes, make it dimly luminescent, change the water’s colour, move it through the air in elaborate displays of magical control, to blow bubbles or any other simple aesthetic display. The block of water does not possess enough speed or force to damage someone with an impact, though able to douse fires or cool objects no larger than a 1 block cube.
Dry Spell As an action the caster can wave their hand above their head, producing a 3x3x3 block cube centered on themselves where liquid water and snow cannot enter. This can be used for things like giving someone reprieve from a heavy rainstorm, snowstorm, blocking an incoming Hydromancy spell, or even to allow the caster to walk on the riverbed. Dry Spell lasts two minutes, or four turns.
Geyser As an action, the caster may choose one of two effects:


1. The caster chooses a target within a 4 block radius, before firing forth a concentrated burst of mundane snow or water towards them, a foot in diameter. The target will either be sent backward 3 blocks, or be knocked prone as decided by the caster.


2. The caster may fire a beam of concentrated snow or water upward, choosing a point within a 4 block radius. A 6x6 area centered on the point begins to rain or snow, which can be channeled for up to 5 rounds, or 10 minutes.

Pyromancy

Category: Elementalism

One of the most aggressive schools of magic, Pyromancy is the art of becoming aware of and channeling one’s inner flame. The art was first conceived by Makamuran wanderers who wished to develop their fighting style beyond what was conventionally taught and applied. This led to more frequent meditations, more frequent times of introspection, and ultimately the understanding of the warriors’ inner fire. Before long, pyromancy had become a mainstay of the Makamuran people and a common sight among their warrior-elite.

Cantrips (T1) Descriptions
Embershow As an action, the caster may call forth flames into shape on Alm within a 5 block radius. Choose one of two effects:


1. The caster may perform tricks and visuals with their flame in aesthetic displays. This is intended more as a showman’s art than a combative talent and is often well-received in the higher societies of the Makamuran lands. There are practically no limits to this largely aesthetic spell save for the mage’s imagination, though the effect can take up no space larger than a flat 2x2 area, or a 1 block cube. The effect lasts up to 1 hour.


2. The caster may ignite a small fire such as candles, fireplaces, and lanterns no larger than a 1 block cube.

Flamespark As an action, you may cast Flamespark where a small ball of flame 3 inches in diameter appears within your hand. The flame neither harms you, nor any of your equipment. Held up, the flame brightly illuminates the area within a 3 block radius around you.


As a bonus action you may hurl the flame at a creature within 5 blocks of you. If they are hit, they will be scorched and have a 50% (1d2) chance to catch alight with a small flame where they were hit that must be stamped out or doused or risk further spread, if the location is flammable.


As a bonus action, you may hold the flame against a flammable surface. If uninterrupted for 1 turn, or 30 seconds outside of combat, you will expend the flame, and the flammable surface will catch alight.

Flaming Familiar If channeled for one turn, upon the second turn the mage may conjure a familiar as an action. The familiar may be a small phoenix, hellhound or other creature so long as it is no larger than a dog, and adheres to a fiery aesthetic. The creature is able to act as a companion and aide. The familiar is unable to leave further than emote range, and is unable to act in combat, either dissipating or remaining uninvolved in an encounter. If attacked or doused with a non-flammable liquid such as water, the familiar will dissipate, requiring Flaming Familiar to be recast to summon.


As an action, the caster may assume the senses of sight and sound of their familiar. While doing so, they are unaware of their physical body's own senses. This may be channeled indefinitely.


As a bonus action, the caster can command the familiar to do non-combative actions for the caster. Whether it is fetching a nearby item, doing tricks or aesthetic displays.

You may only have 1 familiar active at a time.

Solshroud As an action, the caster cloaks their body in a thin layer of fire that surrounds the caster for 5 minutes, or 10 turns if in combat. Being doused in non-flammable liquids, such as falling into a river or having a full bucket of water dumped onto yourself will dissipate Solshroud. If anyone ends their turn within a 1 block radius around the caster, they will suffer burns.
Combustion As a bonus action, the caster causes a small harmless explosion at his feet or behind them, dashing 5 blocks towards a target within emote range to quickly close the distance between them. Combustion may be used to cross gaps or get over small obstacles, so long as it is in order to get closer to a target. If there are people or unsecured objects in the way of Combustion, they will be shoved aside.
Fiery Oversoul As an action, the caster may create a small orb of fire, no larger than their head, in the air above them. As a reaction, you may maneuver the orb of fire about you, incinerating a ranged projectile sent towards you. This effect lasts until the end of your next turn. Ember Oversoul may be channeled for up to 5 turns, or 10 minutes out of combat to lengthen its duration.
Emblazon As a bonus action, the caster may imbue their held weapon with flames. The effect lasts for 5 turns or 10 minutes outside of combat, or until the next successful hit, whichever comes first.


Any melee weapon held by the caster, or their fist will be temporarily imbued with flames, burning anything they strike on impact before the flames dissipate.


Any ranged weapon will have its projectiles imbued with flames that will ignite small flammable objects or suffer burns in the area struck if used against humanoids.

Electromancy

Category: Elementalism

Electromancy is a subtype within the greater art of elementalism, which is to tap into the primal energies of Alm and manipulate them into the raw elemental forms of the realm. Descending from the Mountain Clans, in ages past their most brave warriors learned the art of Electromancy from a Grawlbeast known as the Thunderbird. The elemental magic has been harnessed by many, though the controlled recklessness of its first precursors is still present within its magic still to this day.

Cantrips (T1) Descriptions
Hallowed Hand As an action, the caster covers both their hands or their spell focus in that of pure electricity for one minute, or three turns. Anyone they touch will be given a small jolt that will break all concentration while doing about as much harm as a rough punch.
Marksman Bolt As an action, the caster summons forth and fires a single electrical charge up to eight blocks. This small bolt of energy leaves a minor electrical burn wherever it lands.
Voltage Increase As an action, the caster channels electricity through their body. For the following two turns, their speed and reaction time is doubled, allowing them to attempt to dodge melee attacks, projectiles or reasonable hazards. Roll a d20, on 11+, the caster is able to dodge successfully. At the end of Voltage Increase, the caster temporarily hazes through consciousness, unable to move or act for thirty seconds, or 1 turn.


If the caster is surged with electricity such as by lightning, magic or mechanism, it will automatically begin the effects of Voltage Increase. The caster is still harmed by electricity.

Alternating Current As an action, an electromancer can turn their body into a conduit, which pulses a current through them. At the beginning of their next turn, a bolt of electricity will arc out towards any creature within a 3 block radius. Assign numbers to each creature within the radius, including yourself, and roll a die equal to the number. At the beginning of your turn, the die determines who Alternating Current targets, where an arc of electricity will fire towards the creature, shocking them. Alternating Current lasts 5 turns in combat, or until the caster goes unconscious.
Flash Bang Spend one turn channeling a ball of lightning in the palms of your hands. You may hold the ball for as long as you like, but you cannot cancel the spell. As an action, the released ball will explode with a brilliant flash of light followed by a thunder strike All creatures within a 5x5 area centered around the caster will be stunned for one turn, except for the caster.
Jolt The electromancer can awaken an unconscious or sleeping creature as an action by touching them directly and passing a small charge through their body. This causes minor discomfort but leaves no markings.
Shockwave As an action, the caster may touch the ground and send a directional wave of energy into an unsecured object or creature. It can be used to attempt to knock down one enemy or unsecured object, or cause them to shift 1 block of the caster’s choice within a 6 block range. The intent of the attack must be declared beforehand. The creature must roll 12+ on a d20, or fall prone or be pushed one block in any direction.

Druidism

Category: Deificism

Druidism is an ancient art shared from societies and individuals who are deeply communed with nature, most commonly found with Faefolke. The art of natural magic imbued from the spirits of the forests, swamps, and all matters of natural life within Alm.

Cantrips (T1) Descriptions
Razor Leaves As an action, the caster may summon a dozen enchanted leaves from the world around them or from themselves. They may then launch them at a single target, causing them to be volleyed across their body with paper-cut like lacerations on exposed skin. The leaves will cut cloth upon strikes, and damage leather. If the leaves are blocked by stronger material (such as complete covering in plate armor), they shatter upon contact, pushing the target backward 1 block.
Bramble Armor As an action, the caster may imbue another person with armor made from thorny bramble on their arms and upper-torso. This is facilitated by a brief incantation and choosing a willing target within 5 blocks. The armor makes small lacerations in anyone's skin with touch, akin to paper cuts. Bramble Armor functions as leather armor, with the added bonus the mage may cause it to shatter as a reaction, causing a dozen wooden shards and slivers to fire out to anyone standing 1 block in front of the wearer.
Spirit of the Wilds As an action, the caster can summon a nature familiar, which resembles any animal that they feel the most connection to, albeit made of plant-life, and the size of a domestic cat. This companion can carry objects for the caster. However, the familiar cannot fight, and upon being attacked they will dissipate - reappearing once combat has ceased or if the caster abandons the area. The familiar may only go as far as emote distance from the caster. Additionally, as an action the caster may assume the senses of sight and sound. While doing so, they are unaware of their physical body's own senses. This may be channeled indefinitely.


You may only have 1 familiar active at a time.

Create thy Blessed Garden After channeling for four turns, as an action on their fifth turn, the caster may create one magically grown garden in any residence they own, the size spanning out a 10 block radius. It can last indefinitely if not destroyed by fire. The appearance is at the whim of the caster. Those afflicted with diseases and wounds, magical or mundane, will have its effects paused while within the Blessed Garden, preventing worsening of their health condition. Additionally, anyone who enters the garden will be awashed with a sense of peace and in a state of euphoria, dispelling any negative emotions they held previously if not resisted. A willing individual can resist these effects, but is aware of the aura. The caster may only have one active garden at a time.
Infestation As an action, the caster can summon forth a cloud of mites, fleas, and other pests to surge forth and momentarily cover a target, going through holes and nooks in their coverings. They will bite, scratch and harass the target across their body. The target must roll 12+ on a d20, or be compelled to move if they can. If failed, the target will roll 1d4 to determine which direction they will move into.


1 = 1 block north

2 = 1 block east

3 = 1 block south

4 = 1 block west


At the end of their turn, the cloud of pests will dissipate.

Naturecraft As an action, the caster may commune with the nature around them within a 5 block radius. Choose from a number of effects:


1. The caster instantly causes plant life no larger than 1 block to bloom. Flowers or leaf buds may be caused to blossom, or seed pods can be compelled to open and begin growth. Wilted or dead plants may also be brought back to life in this way.


2. The caster may instantly snuff any fire no larger than 1 block, such as candles, torches or small campfires.


3. The caster may commune with animals, calling forth critters for small mundane, non-combative purposes no larger than a cubic foot in total size. Whether it is causing songbirds to fly by and sing a melody, a kitten to jump up on your window to pick up and bring a ladle to you, or otherwise. These animals will linger for up to 1 hour before scurrying, or being dismissed.

Plantverse As an action, the caster may magically enhance the nature around themselves within a 5 block radius. Choose from a number of effects:


1. The caster may morph the plantlife around them in aesthetic displays within a 2x2x2 flat space, or within a block for up to 1 hour. Whether it is making branches rattle, vines to grow from the earth into designs, or to cause a bush to blossom forth bouquets. These may be animated, with harmless visual effects accompanying them.


2. The caster shoots forth a branch or vine from either the earth, their spellfocus or their hand to a target. The vine or branch shall latch onto the target, pulling them 2 blocks towards the caster, or 1 block in any direction of the caster's choice.

Daemonology

Category: Occultism

Daemonology is the unholy and dark art of derived magic from daemons of the Abyss. Often considered the parallel to Divine Magic, daemonologists are granted their power as a result of a pact or boon granted by a Greater Daemon or Archdaemon, often via recognition of devotion to themselves.

Cantrips (T1) Descriptions
Daemonic Domain After channeling for four turns, as an action on their fifth turn, the caster may curse the interior of any residence they own to be touched by the Abyss itself. It may take on daemonic aesthetics within the region, and you additionally are able to bind a Seeker within the premises of the property. The Seeker is a lesser daemon which is a disembodied eye with tattered wings that patrols the property but may not leave it. You have an inherent link to this daemon, and it will magically alert you of any invaders of your property, allowing you to mentally see through its eye. A Seeker may be destroyed with an attack, in which it will take a full day to reconstitute itself.  


You are also able to designate a ritual room within your property, which will take the form of a daemonic circle in the center of a room, which minimally takes up a 3x3 area. You may place yourself, or others within the center of the circle and perform a ritual to irreversibly corrupt the individual(s) within the circle into Dah’jin. This ritual requires OOC consent to utilize.


The caster may only have one active Daemon’s Domain at a time.

Daemonic Pact As an action, you may scrawl forth a magical contract, the text sealed in blood. This contract must be clearly spoken with all clauses, and the specific tasks, rewards or any other properties within it. If there are any properties of the contract that are written, but not verbally stated by either party to the other, the contract does not take effect.


The contract must also state the effects of the Pursuer.


Once the full contract has been verbally cited by either party and are mentally willing, they shall then sign their names, along with at least a dot of their own blood. A copy of the contract will be soulbound to both parties, which they may summon at any time, and dissipates as soon as it leaves their hands.


If the terms of the contract are broken by either party, the offender shall become marked with a burning daemonic symbol above their head. This mark will be invisible to all except the offender, the other party, and daemons, covered with illusory magic. A large daemon known as a Pursuer will be sent to punish the offender of the contract, being summoned at a random point in Alm or whatever plane of existence the offender currently resides in, though always knows the location of the marked offender and will endlessly move towards their location.


A Pursuer is a large, intimidating daemon which rolls +8 to their attacks and defense. They will be banished upon knocking you unconscious, although they will shortly thereafter reconstitute upon Alm at another point to begin making their way towards the offender to punish them once more.


An individual may only be a marked offender for one contract at a time.


The offender is able to remove their mark either by the will of the other party, by being beaten thrice by their Pursuer, or by forcefully vanquishing the daemon from Alm. Once the mark is removed, the contract shall lose its magical properties.

Unholy Posession As a bonus action, you may touch a weapon, either one in your hand or in the hand of a willing individual to possess the melee weapon or 3 pieces of ammunition with the spirit of a lesser daemon.


Whenever an attack is made with the possessed weapon and hits, the target must roll 1d10. On a 3 or lower, they become temporarily possessed by a daemon.


While possessed, they are conscious but unable to act on their own accord, like being a spectator  in their own body. They must roll 1d20 at the beginning of each of their turns. If they roll a 15 or above, they are able to fight off the possession and regain control of their body. If not, they are compelled to attack the nearest target, regardless of allies or tactical advantage. If they are knocked unconscious, the possession immediately ends.


You may only have 1 weapon or 3 ammunition affected by Unholy Possession at a time, and you are only able to affect one individual with possession at a time.

Chains of the Abyss As an action, you conjure a portal from the ground beneath you, calling forth abyssal chains. Choose one of two effects:


1. You call the chains to you, which they wrap around your forearm and may be utilized as weapons. You may utilize the chain as a slashing weapon with a +3 bonus if you have no skill in whips, with the additional properties of being magical and being able to strike a target up to 3 blocks away. This chain will dissipate if it leaves your hand, or you are knocked unconscious.


2. You choose a target within emote range, which the chains latch to the forearms of, preventing their movement or attacks. The target must use their action to attempt to wrestle free on each of their turns, and must roll a 12 or higher on an attack roll.

Imp Familiar If channeled for one turn, upon the second turn you may summon forth an imp no larger than 2’6” tall to serve as your familiar. The familiar is unable to leave further than emote range. If attacked, the imp will be banished back to the Abyss, requiring Imp Familiar to be recast to summon the imp once more.


The imp is a Lawful Evil aligned lesser daemon from the Abyss. It is capable of flight and understanding all languages, though it is incapable of speaking, and has a personality with its own allegiances and thoughts. It is magically compelled to comply with your orders to the exact meaning, though it may not necessarily like you, especially if it has been banished back to the Abyss as a result of your commands.


When you recast Imp Familiar to resummon your familiar, you may choose to summon the same imp, or a new one entirely. Any new imps summoned will at best be annoyed initially by being put in your servitude, often being taken from the Abyss suddenly and without warning on their end.


As an action, the caster may assume the senses of sight and sound of their familiar. While doing so, they are unaware of their physical body's own senses. This may be channeled indefinitely.


As a bonus action, the caster can command the familiar to do actions for the caster. Whether it is fetching a nearby item, helping with paperwork or even attacking. The imp is equipped with a dagger and a stinging tail akin to a scorpion, though has no venom. The imp is not able to wield anything larger than a dagger.


The imp is able to be used as a catalyst for touch-based spells.


You may only have 1 familiar active at a time.

Embodiment of the Abyss As an action, you may temporarily transmute yourself into a dreg of the Abyss itself, your body rapidly melting into a thick black sludge. While in this form, you are able to move no faster than two blocks per turn, and are impervious to all forms of attacks besides those from blessed weapons or holy magic. You are conscious and able to speak while in this form, though your voice is distorted and heavily modulated.


You are unable to cast additional spells, attack or otherwise interact while in this form. You may reconstitute yourself at any point as a reaction.


You may channel this spell for up to 5 turns, or 10 minutes outside of combat.

Daemon Binding As an action, you may summon two hellhounds, no larger than a wolf. These daemons may be commanded as a bonus action simultaneously to target someone within emote range for simple clawing or biting attacks which utilize a base d20. You may also opt to use the daemons to block attacks as a reaction, each daemon able to take one attack before being banished back to the Abyss. The daemons are incapable of rolling defense.


If they are not given someone to attack every turn, they will instead turn on you. If you attack them, they will no longer adhere to your commands. They will persist on Alm until vanquished, or you have been knocked unconscious.

Necromancy

Category: Occultism

From the first who wished to master death itself, they were driven to the daemonic art of necromancy. Derived from the Archdaemon of Undeath, Harkon, the art itself is technically a subset of Daemonology, though its unique influence over souls and the control over the cycle of death has garnered its own classification by modern scholars. Cultists, mad scholars, or the desperate often make up the practitioners of necromancy, though there have been some rare cases of it being used by those more morally gray or perhaps even good in nature. Despite this, many societies condemn the unnatural magic and the effect it brings, lynching and persecution following necromancers in all but the most misaligned circles.

Cantrips (T1) Descriptions
Graverot As a bonus action, you may imbue a melee weapon, or three pieces of ammunition that you touch such as arrows or bolts with a necrotic effect. Any wounds created by the weapon or ammunition will immediately fester and become infected. The wound will no longer heal by magical means aside from divine, and require mundane care to disinfect and treat.


If left untreated for an hour, the wounds will begin to form abscesses around it and leak pus, growing in intensity and pain. If untreated for a week, you will begin to suffer nerve damage, and lose the sense of feeling within the area as it begins to rot. If there has been no active treatment for a month, the wound will rot the affected area to the point of necrosis, often requiring amputation.

For the Taking After channeling for one turn, upon your second turn you may drain the life of plants and critters around you, utilizing their lifeforce to cast a miasma around a 3x3x3 area in emote distance. This miasma invigorates Undead, allowing them to roll with a +2 bonus towards any actions they take, as well as nullify magical ranged attacks that are not from the school of Occultism.


As a bonus action, you may move the miasma cloud five blocks in any cardinal direction.


At the end of your next turn, For the Taking ends. You may channel this spell instead for up to 5 rounds, or 10 minutes outside of combat.

Gravetender's Mercy As an action, you may place your hand upon any target. Their condition will stabilize, able to halt further loss of blood or development of infections or diseases. This spell may be channelled indefinitely, so long as physical contact is maintained continuously. If physical contact is broken, the spell is immediately dispelled, and the target will resume their physical condition or worsening.


If this effect is utilized on a corpse or other remains, you place a ward over the dead that lasts for a week, and prevents their soul or body from being manipulated by unnatural forces such as resurrection or being raised as undead.

Ghastly Hand As an action, you summon forth a disembodied spectral hand that is either rotten or skeletal in nature, and target an individual within emote distance. This sends an unnerving chill through their body as they feel the assailing chill of the grave, causing them to lose their action next turn.
Cage of Bone As an action, you conjure forth a skeletal cage which captures a target of your choice, erupting from the ground and clasping around them.


While in this cage, the target is unable to act aside from spending their action to attempt breaking free of it. They will roll their attack against the cage. If they roll a 15 or higher, they are able to free themselves.


This spell is a channel, and additionally you must spend your action every turn to maintain the cage. If you do not, the cage dissipates at the end of your turn. This spell may be channeled indefinitely.

Lifedrain As an action, touch a creature. If they are unwilling, this is an attack roll that must succeed. If successful, you will drain some of its lifeforce, able to either absorb it into yourself, or a target of your choice within a 5 block radius. It heals a wound of your choice, but is unable to bring back lost body parts. You are only able to heal minor wounds with Lifedrain, and it cannot affect or target bones or organs.


The drained individual will receive the equivalent wound onto their person. It does not scale to their size however, so what may be a small wound for an orc may seem larger for a smaller individual, and it may even be fatal if used on a small animal such as a bird.

Animated Dead After channeling for two turns, upon your third you are able to raise the body of a dead creature within emote distance as either a skeleton or a zombie, puppeting the body via magic.


You may mentally command it at any time as a bonus action, and it is capable of doing simple mundane commands, such as guarding an area, attacking someone, or menial labour.


The Animated Dead is a sluggish creature which holds no skills or abilities it may have previously had in life, and all rolls done by the Animated Dead are a base d20. They are able to be given weaponry and armor, with a similar strength of an average human, but will not be skilled in its use. You may use the Animated Dead as a catalyst for casting touch spells, casting it through their touch instead of your own.


If defeated, the Animated Dead will crumble, unable to be used for future castings of Animated Dead.


You may only have 1 Animated Dead active at a time, and are required to dedicate a portion of your own lifeforce to keep the puppet active, resulting in a permanent +1 towards your current spell fatigue at all times so long as the Animated Dead is active. If you dismiss the Animated Dead or no longer recast the spell to maintain control over it, the Animated Dead will still be active, though no longer beholden to your commands.

Psionics

Category: Occultism

Psionics is a mysterious art originally founded by a long forgotten order. Individuals capable of mastering their mind and psyche will be able to use it to affect both the world around them, and the minds of creatures around them. Some daemons have been known to unlock the full potential of individuals, bestowing them with this power as well.

Cantrips (T1) Descriptions
Telekinetic Wave As an action, the caster can, from their own mind, send forth a psychic wave within 4 blocks. This blast causes minor psychic damage and compels the target to stagger backward one block as though pushed. It can target only a singular opponent.
Mind Ward As an action, the caster may use the willpower of their mind to construct a small floating psychic shield to rotate about the caster. The psychic shield lasts 5 turns, or 10 minutes. It may be used to block a single attack of mundane or magic property, which it will dissipate thereafter.
Illusionary Projection As an action and active channel, the caster may create an illusionary form of themselves within a 5 block range. The caster may choose one of two effects:


1. The illusion perfectly replicates the current visage of the caster, and any auditory sounds from the caster will be replicated by the illusion. However only one creature may see it at a time. As an action, or every thirty seconds the caster may swap who is able to see the illusion. The illusion holds no physicality, and will dissipate on touch.


2. The illusion perfectly replicates the current visage of the caster, but makes no sound. It is visible to anyone within visual range.


If the caster ends its turn, or spends more than 30 seconds 6+ blocks away from their illusion, it will immediately dissipate.

Dream Manipulation As an action, the caster can soothe the thoughts and mental state of a person, causing them relief with their OOC consent. If outside of combat the spell is instant, and is performed by placing both hands just around the target’s head, palms facing inward.

In combat, dream manipulation can be used to spur nightmarish images in the target. After channeling the spell for one turn, upon the second turn as an action, the caster may use this to stun an opponent with fear for a turn.

Psychic Projectile As an action, the caster summons a projectile crafted out of their mind’s willpower and manifesting in a hazy form, colored according to the caster’s psyche. It can be shot at a foe in the form of a beam or a sphere. Upon striking, the target suffers mental damage, similar to sudden and sharp headache pains.
Mental Pressure As an action, the caster may concentrate to create a sensation of pain within the mind of a target within 6 blocks. It can only target one person at a time, and the caster must roll a contesting d20 against the target If the caster is successful, the target will suffer a sudden and incredibly potent headache for a few moments, enough to break concentration and cause physical pause. Though incredibly painful, it leaves no lasting physical wounds.
Mindmeld As an action, choose one of two effects.


1. The caster can reach into the mind of an individual within a two block range, being able to consensually transfer information between the two, such as their psyche, thoughts, emotional state, and memories. Memories however are hazy, lacking detail of individual's faces in a way that makes them unrecognizable, despite being able to read facial expression. Voices are warped when viewing the other's memories as well.


2. The caster may send forth a discreet telepathic message to a target within 10 blocks within visual range. The message may be no longer than one sentence, and is as audible as a whisper in one's ear, though the inflection of the voice may be the caster's choosing. The caster may choose to use their own voice for the telepathic message, or have it be masked.

Shadebinding

Category: Occultism

Shadebinding is an ancient art of the manipulation of shadows, an art forbidden and often misunderstood by most societies. The first practitioners are as unknown as the infinite darkness of the Shaderealm, though first documentation of Shadebinding first came from reports of assassins emerging from the shadows themselves to attack an Amyrian noble, disappearing into the shade as soon as they came. Today, Shadebinders are almost exclusively taught in secret by cults and assassin organizations.

Cantrips (T1) Descriptions
Shadebind As an action, the caster can bend the shadow of a target within emote range against them. The shadow briefly gains physical form within Alm, binding their feet, disallowing movement until the start of the caster's next turn, or thirty seconds outside of combat.
Umbramancy As an action, the caster may focus themselves on manipulating the darkness around them within a 5 block radius. Choose one of the effects:


1. The caster may snuff the light emitting from mundane sources no larger than 1 block in size. Small campfires, torches, fires or lanterns may be snuffed out in this way.


2. The caster chooses a pre-existing shadow nearby, manipulating it into purely aesthetic visual displays no larger than 1 cubic block if made into physical shape, or a 2x2 area if on a flat surface that lasts up to one hour. The shadow may be morphed into animated shapes, growing or shrinking to the caster's will. It takes no true physical space however, and any objects or creatures will harmlessly move through it.

Dark Bolt As an action, the caster manipulates a nearby shadow, or summons it into existence, forming it into a bolt before firing it into a target within emote range. Upon striking, the target suffers damage similar to a dagger strike. If the area is in darkness, two shadow bolts are fired instead of one.
Shadow Reach As an action, the caster may reach into a shadow nearby, reaching between realms. Choose another shadow within emote range, as a temporary connection is formed between the two, allowing your arm full reach through it, being able to interact with anything within a 3x3x1 area centered on the exit point, including taking or placing objects, or interacting with handles, or attacking. At the end of your turn or in 30 seconds, the portal closes and your arm is forced out.
Darkness As an action, the caster calls forth an overbearing magical darkness in a four block radius around themselves, that follows them where they go. The magical darkness snuffs all forms of mundane light, and all those within are completely blinded unless capable of seeing in magical darkness, the caster included. At the beginning of your next turn, the darkness fades unless channeled. This spell can be channeled for up to 5 turns, or 10 minutes.
Shadowsneak As an action, the caster puts themselves between realms in a metaphysical state, morphing themselves into the darkness. Choose one of two effects:


1. The caster temporarily ceases their existence on the realm of Alm, their mortal form dissipating from reality and into the Shaderealm. The caster is visually aware of the area they dissipated from, and will re-emerge from the same location at the beginning of their next turn, or as a reaction. This spell may be channeled for up to 5 turns, or 10 minutes outside of combat until they re-emerge. This spell may only be cast if the caster is in darkness.


2. The caster morphs their form into the darkness around them, masking their visibility as they manipulate the shadows around them. The caster is invisible except to those with truesight, or can see in magical darkness, though they are invisible to anyone else. Their body is still physical however, and upon making contact with someone the spell will instantly end. They may only creep about slowly in this form, with their movement slowed to a crawl. Upon interacting with the world around them, having light shone onto their form, or attacking someone, the spell will instantly end. The effect ends at the beginning of their next turn, or as a reaction. This spell may be channeled for up to 5 turns, or 10 minutes outside of combat. This spell may only be cast if the caster is in darkness.

Spawn Shadowrealm After channeling for four turns, as an action on their fifth turn, the caster may curse the interior of any residence they own to be dreadfully moody, leaking the effects of the Shaderealm ever so lightly into Alm. Sunlight and other mundane forms of light no longer are able to pierce within the interior of the home, filling the home with mundane darkness only the Shadewalker and those of the Shadewalker's choosing may see through perfectly. Otherwise, individuals are unable to see past an arm's length in front of themselves, unless able to see through mundane or magical darkness. Torches and lanterns fail to light within the home, though spells, objects within and the residence itself is still capable of being set alight, causing light from the fire normally. Holes created within the exterior walls of the home, windows shattered, or an open door will cause light to pour through normally as well; the residence itself being akin to a container for the Shaderealm's essence. The caster may only have one active Shadowrealm at a time.

Sanguinomancy

Category: Occultism

Sanguinomancy is the closely guarded art of manipulating blood and other vital essences. Hyroh's flock are those alone who are imbued to tap into the forbidden magic, thus only Vampyrs are capable of learning Sanguinomancy.

Cantrips (T1) Descriptions
Clotpour As an action, you may manipulate the blood of those around you for better or worse. Choose one of two effects:


1. Choose a wounded target within a 5 block radius. You may clot a wound of your choice upon their body, scabbing the wound over and preventing any further bleeding. This will not cure any internal damage or heal, merely prevent further blood loss.


Choose an applicable target within a 5 block radius. You may cause an existing wound to pour forth with greater blood loss, redirecting arteries and the flow of blood to worsen their demise. You may also cause a healed wound, such as a scab or scar to tear open once more and begin bleeding to a lesser effect.

Bloodsicle As an action, you may call upon spilled blood in the area or summon it forth, shaping and hardening it into a crystalized crimson icicle that may be fired upon a target within emote range. Upon striking, the Bloodsicle shall linger for a few moments before melting back into liquid blood.
Bloodsheath A master of blood, you are able to weaponize the liquid life energy. Choose one of two effects:


1. As a bonus action, you are able to form a one-handed weapon made of crystalized blood in your hand. This weapon will dissipate if it leaves your hand, or you are knocked unconscious. If it is thrown, it shall dissipate shortly after striking. Bloodsheath may be dismissed at any time. You may only have 1 active effect of Bloodsheath at any time.


2. As an action, choose an unattended mundane melee weapon within a 5 block radius, or one held by a willing target. You summon forth blood which coats the entirety of the blade, allowing you to manipulate it to float into the air and control its movements. As a bonus action, you may allow it to move up to 4 blocks in any direction, and towards a target within range. The weapon always attacks with a +3 bonus. Upon the end of your next turn, the effects of Bloodsheath ends. This spell may be channeled for up to 5 turns, or 10 minutes outside of combat.

Crimsonshroud As a bonus action, you are able to shape forth an encompassing shield of blood or crimson energy around yourself. Crimsonshroud lasts 5 turns, or 10 minutes. It may be used to block a single physical attack, which it will dissipate thereafter. Blessed and silver weaponry is unaffected by Crimsonshroud.
Bloodbending As an action, you are able to warp blood around yourself. Choose one of the following effects:


1. Choose a pre-existing amount of blood nearby, manipulating it into purely aesthetic visual displays no larger than 1 cubic block if made into physical shape, or a 2x2 area if on a flat surface that lasts up to one hour. The blood may be morphed into animated shapes, growing or shrinking to the caster's will. At the end of the effect, the blood will simply cease its effect and return to being mundane blood.


2. You may focus, creating a flow of fresh animal blood, 4oz in volume. If channeled for an additional turn, you may create a cubic meter of blood in total volume. If channeled for three additional turns, you may create a fountain or pool of blood, no larger than 8 blocks in total volume. If used within a residence of a willing individual, you may create larger fountains, or pools of animal blood.


3. Touch a target piece of non-silver, unblessed metal equipment such as weapons or armour, if it is unattended, or the wielder is willing. You are able to bless it with vampyric beauty, tinging the metal into a deep crimson and able to warp its design aesthetically to a vampyric, gothic, crimson, or otherwise dark design.


4. After channeling for four turns, upon your fifth turn you are able to designate an arena no larger than 10x10 in space as a Hyroic Bloodground. Once two or more individuals step within it, an impenetrable magical barrier forms around the entirety of the Bloodground, which shall not fall until only one individual within the Bloodground is alive. The barrier will dissipate, and those who have perished within the Bloodground will be restored to their physical state prior to beginning the Bloodground ritual, albeit physically exhausted. The Bloodground can be made permanent if within an owned region, or the region’s owner is willing. You may only have 1 Bloodground created at a time.

Heartwrench As an action, touch a target within a 1 block radius. You reach forth and place their palm onto their chest as close to the heart as is possible, magically seizing it and causing it to stop for a moment. The target is stunned for their next turn and unable to act, suffering a miniature heart attack.
Bloodseer of Hyroh As an action, you are able to channel an effect to yourself and other chosen vampyrs within emote range, allowing them to not be affected by any vulnerabilities towards natural or magical sunlight, as well as silver.

If channeled for two turns, upon the third the mage may use their action to sap the spewed blood around emote distance, absorbing it into vampyrs of their choice within range. For every wound that was dealt, they will be healed in an equivalent, potentially healing their allies for any damage received within the encounter.