Magic
Much like Abilities, a player must work their way up to higher tiers of magic:
In order to gain access to the second tier of a magic type, a player must have a R1 Spell of the first tier of that magic type.
In order to gain access to the third tier of a magic type, the player must have spent 30 XP in that type of magic.
Tomes are an equippable “weapon” that typically enhance a player’s magic of a specific type:
A Tier 1 tome allows the player to cast R1, Tier 1 Spells of that type infinitely.
A Tier 2 tome allows the player to refresh all of their Tier 2 Spells after focusing for 30 uninterrupted seconds.
Other tomes exist that may have different effects, but they are not standard and thereby cannot be started with, or purchased from regular vendors.
Elemental
Stance
Can switch between types of hydromancy after channeling for 30 uninterrupted seconds.
Hydro-bolt
Evaporate
The caster evaporates into a cloud of mist preventing them from being hit or using items other than tomes, and can move through non-airtight objects.
Frostbite
Pins one foot to the ground, normal pin rules and times apply.
Tide
Can either push or pull a target.
Ice Armor
Gives a target ice armor that can take 3 damage. The target can stand still (not moving, attacking, or defending) for 5 seconds to refresh the armor.
Vapor’s Edge
The player cannot cast Vapor’s Edge on themselves. The effect is applied to the allies next 3 swings
Water Whip
3 uses per cast. Can consume a use of the spell as a block if hit on either of their arms.
Cloaking Haze
The caster may choose one of the effects to apply per cast.
Negates the next instance of fall damage or negates the next grab or feed whichever happens first.
Can vaporize a Rank 2 or 3 elixir to give everyone the Rank below its effect.
Frozen Shield
Ability that gives you a DC until you are hit with CC. It ignores that instance of CC then the effect ends.
Wave Slash
Allows the player to swing their arm, causing damage and a stumble effect to any enemy with no target between them and the caster in the direction of the player’s swing.
(Rank III) 4 damage.
Dense Fog
After channeling for 3 minutes a cloud of mist rolls over the encounter granting the following effects.
(Rank I) Creates a projectile nullifying field in a 5’ Radius from caster, last as long as the caster focuses.
(Rank II) Creates a projectile nullifying field in a 5’ Radius from caster, all Enemies in the encounter take a 5 second shaken effect.
(Rank III) Creates a projectile nullifying field in a 5’ Radius from caster, every enemy in the encounter takes a 5 second shaken effect.
Maelstrom - Can be called to end all effects of the spell and pull all enemies to the caster.
Freeze
Tsunami
Lightning
(Rank I) 2 damage, 2 casts.
(Rank II) 3 damage, 3 casts.
(Rank III) 4 damage, 3 casts.
Arc
The player can’t move while casting. Can point-cast 1 damage and stumble of lightning to anyone within 5’ of the caster. If the caster moves, they lose the rest of the casts for that spell purchase. Melee weapon shotgun rules apply, 1 second in between casts on a single target only.
Chain lightning
Every time you hit a unique target it adds 1 damage to your remaining casts. No damaging spells can be used during this spell. Starts at 2 damage.
Phase Shift
Allows the player to shoot into the sky as a bolt of lightning making them untargetable and unable to use items other than tomes, after a time they will shoot back down to the ground causing a CC effect within a 5’ radius.
Blinding Light
Discharge
Straight to health damage.
Ionize
Fireball
Ember
Fire Breath
The player must catch their breath for 3 seconds after using.
(Rank I) Shoots a 5-foot long conical flame in front of the player for 2 points of damage.
(Rank II) Shoots a 5-foot long conical flame in front of the player for 4 points of damage.
(Rank III) Shoots a 5-foot long conical flame in front of the player for 8 points of damage.
Incinerate
The player can only cast on targets within touch-cast range and must cooldown for 2 seconds before casting again.
Building Flame
The caster must hit any spell to use this ability. This ability can stack.
Immolate
Can keep throwing spell balls until the target is switched. Can cast other spells while casting this spell but must be stationary while casting. Must re-focus for 3 seconds if the caster moves. Base damage for this spell cannot go above 8. Damage starts at 1.
Inferno
A fiery explosion that makes the target(s) stumble backward dealing 4 damage in a 5’ radius. At higher levels, more spell balls are thrown. If the radii overlap damage is taken from each packet.
Manifold
Surge
Ethereal
Puts the caster into an Ethereal state making them unable to receive damage but can still receive talent and item effects.
Phantom Arsenal
Summons a phantom melee weapon. The weapon is dispelled if it leaves the caster’s possession or is broken.
Teleportation
The player must charge for 5 seconds before teleporting.
Phantom Armor
Summons phantom armor. Forms over any worn armor.
Pulse
Creates a pulse of energy from the caster that pushes targets within 5 feet back.
Telekinesis
The caster if choosing to hold an enemy or friend must focus for that amount of time without being interrupted.
The caster can throw the target in a chosen direction or hold them in place. If the target or caster takes damage or an effect, or the caster moves, the effect ends.
(Rank I) The player can throw an enemy up to 5’ in any direction, or hold them for 5 seconds in the air uninterrupted.
(Rank II) The player can throw an enemy up to 10’ in any direction, or hold them for 10 seconds in the air uninterrupted.
(Rank III) The player can throw an enemy up to 20’ in any direction, or hold them for 20 seconds in the air uninterrupted.
Life Syphon
Energy Carom
Once activated, the caster can do 1 damage to an enemy to get a stack. They can continuously stack but cannot use anything else until this spell is complete. The caster can consume the stacks to either do damage through a spell ball or heal themselves for that number. They can also heal others by spending 2 stacks for every 1 point of healing. There is a cap of 24 stacks on all levels. Once an enemy is hit by the final damage of this spell, the caster heals 1 point extra from avlomancy against that enemy for the rest of the encounter. This does not stack on single targets
Rise
Raises a recently killed target to aid the caster. Can only have one risen target active at a time.
Syphoning Strike
This effect goes to a player. It only heals for base swing damage, and the HP is only replenishable for the encounter the spell is used. This spell is self-stackable.
(Rank I) The target’s next attack heals them for the amount of damage dealt by their next successful base damage attack. Cannot heal over maximum health.
(Rank II) The target's next attack gives the target 2 temporary HP.
(Rank III) The target's next attack gives the target 3 temporary HP.
Inundate
The caster point-casts to a 0 HP target and calls “Inundate” counting down out loud from 3. This prevents the target from receiving a born anew this encounter.
(Rank III) The explosion does either 16 physical damage in a 5’ AoE or 8 damage in a 10’ AoE.
Revenant
Raises a recently killed target to aid the caster with all of their equipment, including unbroken armor. The revenant also fights with the same level of awareness, dies if the caster dies, can only be healed by avlomancy, can’t speak, can be dispelled, and PCs can refuse it. At the end of the quest, or when an NPC revenant drops to 0 HP, the revenant crumbles to dust. When a PC revenant is dropped to 0 HP, they cannot be Born Anewed until the next encounter, but max health is halved until the PC rests.
(Rank III) The revenant has 20 HP and refreshes and can use all their talents.
Stagnation
The effect lasts until the end of the encounter or until the death of the caster.
(Rank III) Prevents poisons if used on an ally, or Elixirs if used on an enemy. Any Avlomancy healing gained from the target is +2. Any Avlomancy damage to a target is +2. If used on self healing is only buffed by +1.
Migraine
(Rank III) 3 damage and shaken for 10 seconds, 2 casts.
Myopia
Visage
Nightmare
Sleep
Emotions
Gathering Pain
Amnesia
Mind Read
Aphasia
Lasts until the end of the encounter or until the player dispels the effect.
Equilibrium
Charm
Will Control
The caster must hit the target with a spell packet. If successful, the caster takes a knee. The spell packet must be placed at the foot of the caster as the caster’s corporeal representation. The caster follows the target to give commands. The connection is terminated when one of the following happens: damage is done to the caster, the target drops to 0 HP, the caster voluntarily releases the target, or time runs out.