Elemental Blast(cantrip): Speak the incantation and keep the appropriate configuration in mind when casting this. Draw a circle with your index and middle fingers whilst pointing them towards your target, then thrust forward. Afterwards, a blast of elemental force will burst forth from your target in whatever location you intend, dealing minimal damage. A great spell to use when building up to your bigger ones.
(Make a ranged spell attack, and deal base damage (4) to a single target upon a hit.)
Elemental Expulsion: Take a moment to feel the forces around you, bring both your hands to your heart and dip your head towards them. Inhale deeply, and then stomp the ground beneath you, thrusting your hands out to your sides with immense vigor. For every angular shift in power (72 degrees) on your memorized calligraphy you can either increase the amount of energy expelled, or increase your radius by three yards. Once the energy is released, it will affect everything within the designated radius with your chosen conditions. Do not exceed 360 degrees. The excess energy could kill you.
~Note, when in extreme elemental conditions such as volcanic badlands, torrenting thunderstorms, or raging blizzards. Using the appropriate element could make the attack stronger.
(AoE attack centered on the caster. Range 12 yards. Targets must make a DC 16 dexterity check or take base spell damage (4). Depending on the elements used, effects such as burning, bleeding, compromised motor skills, ect can linger for 1d8 rounds afterward, dealing 1d2 points of damage each round. For each RM spent, you can either increase the range of your attack by another 3 yards, or deal an extra 1d2 points of damage. Base damage goes up to 5 if you are in the decided element's ideal conditions. Cap: 5)
Elemental Fury:Take a moment to feel the elements around you, extend your hands out to your sides and lift them to your head in a manner that mimics the wings of a bird. Bare in mind the appropriate elemental configuration when casting. Once your wrists are touching, thrust your hands down to chest level and push them outward in front of you, palms facing your target, or targets. For every angular shift of power (72 degrees) on your memorized calligraphy, you can affect an additional target.
~Note, when in extreme conditions such as volcanic badlands, torrenting thunderstorms, or raging blizzards. Using the appropriate element could make the attack stronger.
(Target’s must make a DC 16 dex save, or take 4, or 1d8 points of damage to up to three targets without consequence. Damage goes up to 5, or 1d10 points if you’re in the decided element’s Ideal conditions. For each point of RM spent, you can affect one additional target.)
Elemental Strike: Lift one hand to eye level and extend your index and middle fingers up. Lower your other hand to crotch level and do the same, except down. Insure your palms are facing the surface you want to affect. Inversely rotate both hands, keeping your fingers parallel to each other, in a circle until they both make 180 degree rotations, and have swapped places. Once this is done, pull both hands back and cross your wrists at chest level, keeping the same hand gesture, and then thrust them outward toward your target. Bare in mind the appropriate elemental configuration when casting this spell, as well as your intent. Afterwards, an explosion of elemental force will force itself outward from the point you’ve chosen, engulfing everyone within. For each angular shift in power, you can extend the AoE range of twelve yards by another three.
~Note, when in extreme elemental conditions such as torrenting thunderstorms, volcanic badlands, raging winds, or unstable caves, Using the appropriate element could make the attack stronger.
(AoE spell centered on a point of the caster’s choosing. Rage, 12 yards. Target’s must make a DC 16 dex save, or take 1d10 points of damage. Damage increases to 1d12 points if you’re within the decided element’s Ideal conditions. For each RM spent, you can increase the rage of the AoE effect by another three yards.)
Elemental Wall: Clap your hands together, and then open them up towards your targeted area, palms directly vertical, and parallel to an imagined wall. Bare in mind the appropriate elemental configuration when casting this, and keep a clear view over the area you hope to affect. Once the spell starts affecting the zone, move your palms up, and/or to the side to have some level of control over the size of the wall. Walls can be three feet, to fifteen feet tall depending on your conviction, and about equally so wide. Alternatively, you can also create a wall that surrounds a three to fifteen foot area depending on your conviction. This spell is best used in enclosed quarters, where simply moving around the wall isn’t possible. Walls made up of energy: such as fire, electricity, and arcane energy deal damage to creatures whom try to walk through, whereas walls made up of matter such as earth, water, or air serve as an obstacle unique to the element. For each angular shift in power (72 degrees) you can increase the height, width, or radius of a wall by another three feet. Exceeding 360 degrees may cause extreme draining, and possibly death. This spell lasts about twenty four seconds on average.
(Moldable AoE, can affect up to a four yard x four yard area (12’x12’) without consequence. This spell can also make a ring around the caster too, forming a six foot wall around yourself for a twelve foot diameter. This lingering effect lasts for 1d8 rounds. Target’s behind a wall of matter must make a DC 16 strength save, or be stopped by the wall, unable to move past it. Target’s behind an energy wall who try to move through must take 1d8 points of damage, and make a DC 16 conviction save to move past it, or be blocked as well. For each RM spent, she can increase the square area, and diameter affected by another yard.)
Spellsurge: Draw an Alodi configuration on the ground beneath your feet. With training one can do this rather quickly, and speak the incantation. Latent arcane energies will be drawn to you like a magnet, granting you immediate access to extra mana, and empowering your next few spell casts. Duration can last anywhere from 3 to 30 seconds depending on your conviction and skill level.
(Sacrifice an attack turn, and afterward increase your base damage by 1 for 1d8 rounds. This, in turn, also generates 1 extra RM per round it lasts.)
Mold/Influence Elements(cantrip): Place your fingertips upon a body of water (frozen or not), a mound of earth, near a small flame, or wave them through the air. Bare in mind the appropriate elemental configuration when casting, along with your intent. Afterwards you'll find yourself with a little bit of control over a small stretch of the element your influencing, allowing you to mold or shape it into whatever you want, as long as it fits in with that element's parameters.
Mending(cantrip): When dealing with a cracked or broken object, if you gather all the pieces together and fit them like puzzle pieces, you can then run your fingers over the seems to mend them as though it was never broken in the first place. Bare in mind the Ormou Configuration when casting. You can not affect objects greater than the average height, width, or weight of a medium humanoid, such as a human or elf.
Prestidigitation(cantrip): Lift your hand towards your target, and bare in mind the appropriate elemental configuration when casting, as well as your intent. Once you speak the incantation, you can create a multitude of different effects. You can create a harmless sensory effect, instantaneously light or snuff out a small flame or campfire, Instantaneously clean or soil an object that is no larger than a medium humanoid such as a human or elf, you can chil, warm, or flavor nonliving material no larger than a medium humanoid, change the appearance of an inanimate object no larger than a medium humanoid (as long as it fits within the limits of it’s material), or create a non-magical trinket or illusionary image that can fit inside the palm of your hand. Spell only lasts for an hour.
Polymorph: Pull your hands back towards your shoulder, and roll your fingers to the heartbeat of Azeroth. In this two phase spell, you must first bare in mind the Alodi configuration when evoking, then the Neptulon configuration when casting. As always, intent is important. For each angular shift in power (72 degrees) you can either increase or decrease the size of the target you're polymorphing, or increase the number of targets you can effect for a number of seconds. This duration can last anywhere from 6 to 30 seconds depending on your conviction. Do not exceed 360 degrees, as it will drain you to the point of uselessness.
(Sacrifice an attack turn. Roll a 1d20+4 against the will of your target(s). You can affect up to two targets, plus one additional target per RM spent for 1d8 rounds. You can also change a single target's size by 1 shift per RM spent.)
Anomalous Earth: Drop to one knee and gather two small geodes into the palms of your hands. If you don't have geodes as a spell component, crushing some soil in your hands works too. It's just not as powerful. Speak the incantation, and bare in mind both the Alodi, and Thrall configurations when doing this two part spell. After you're done evoking power, sharply stand up and throw your geodes to a location near your targets. Afterwards, a massive crack, and explosion could be heard as a spatial anomaly is formed beneath their very feet. Targets standing upon it when it forms will be swallowed down into an expanse of churning earth where they must fight to stay alive... or suffocate. Each angular shift in power (72 degress) can increase the radius of the impact point by 5 yards. Exceeding 360 degrees results in death, and it's often unwise to make a hazardous area so large it could potentially swallow you too.
(AoE attack centered on impact point. Rage: 12 yards. Creatures within must make a DC 16 strength check or be swallowed up by the sink hole. DC gets progressively harder by 1 shift for each failing roll, and for each failing roll the target suffocates and is restrained, dealing 1d2 points of damage to them. For each RM spent, she can increase the radius of the effect by 3yrds)
Warp Gravity: Bare in mind the Starwhisper configuration when casting this spell. Lower your hands to about crotch level, palms faceing out towards your targeted area. From that postion, keep your arms straight and trace a large circle that stops up above the center of your head. Speak the incantation while doing this and soon a rune will appear upon the surface you whish to affect, and keep your intent in mind. For each angular shift in power, you can increase or decrease gravity's effect on things within the area of your targeted surface. Don't exceed 144 degrees, as it'll drain you to death.
(AoE attack centered on a chosen point you can see. Lasts for 1d8 rounds. In the spell itself, she can increase or decrease gravity by one decided shift per round. Increasing gravity increases strength DC's by shifts equal to the number of gravitational shifts you willed. Decreasing gravity does the vice versa. For each RM spent, you can increase or decrease gravity by another shift past your limit. Once gravitational shifts get to 3 or greater, Targets are either imobilized as they can't even lift themselves up anymore. Or disoriented as suddenly they're floating. 4 or greater gravitational shifts, and targets start taking 1d2 points of damage for the rest of the spell's duration as they begin to suffocate. Increase because their lungs can no longer expand enough to breathe. Decreased because the external air pressure is too thin.)
Time Warp: Gather two light feathers into the tips of your index fingers and thumbs, lift your arms above your head, and release the feathers as you rotate them down to crotch level. Bare in mind the Ormou configuration when casting this spell, and speak the incantation. Bare in mind your intent as always. For each angular shift in power (72 degrees) you can incorporate an ally into the spellcast. Afterwards, you and the allies you added are affected by the timeways in such a way that they move through it much faster than normal, allowing you to out think, out maneuver, and outrun your foes far more easily. This effect lasts anywhere from three to twenty four seconds… or more depending on your conviction.
(Lingering effect that lasts for 1d4 rounds. During this time, up to three party members, or more per RM spent, gain 2 actions in a round, a +1 to attack and defense rolls, and athletics DCs are reduced by one shift.)
Plane Shift: Close your eyes and take a deep breath inward. Take a moment to feel the forces around you. Keep your arms at your side when starting the cast. Bare in mind the cosmic configuration when casting this spell. As you start your incantation, face your palms outward and steadily lift your arms in an arc at your sides. By the time you finish your incantation, your arms should make a wide obtuse angle above your head, or about 60 degrees on each side. In one swift movement after you finish your incantation, arc them both up into each other, clapping them just above your head. The sounds around you will dull, and by the time you open your eyes you will notice that the world around you has taken a whitish blue filter, and you can't see past sixty or so feet. The border of your vision will look like a wispy white fog that has engulfed the rest of the world around you. Don’t panic, that means you’ve done the spell right. You have phase shifted into the ethereal plane. Just be careful where you tread… as the spirits native to it will be able to interact with you.
(You shift into the ethereal plane for 6 or 1d12 rounds, a land that borders our world, and the spirit realm. You have in effect become a ghost. You are completely invisible and imperceptible to creatures on the physical plane, and the truest aspects of your own spirit come out. Spirits on the ethereal plane can interact with you, but creatures on the physical plane cannot in any way, shape or form. Creatures on the physical plane with the ability to detect magic can make a DC 16 perception roll to notice your presence if they suspect you’re there.)
Suggestion(cantrip): In order for this spell to work, you must be close enough to the target for them to hear what you're saying. Speak what you intend for them to do while twirling your wrists once or twice, and once done, keep your palms upface, with your fingertips pointed towards the target you wish to effect. Afterwards, they will be compelled to do what you suggested. This spell works best if you mask the gesture by incorperateing it's gesture into your typical hand gestures when speaking.
(Target must make a DC 16 conviction check, or be forced to comply with the caster's "suggestion." You cannot suggest that someone do something that puts their lives in danger. Survival instincts are too strong.)
Sleep: Place some sand, ground poppy seeds, or dried rose petals into the palm of one of your hands. This spell also works with a live cricket, assuming it doesn't jump away. Once you've done this, whisper the incantation into your reagent, and then proceed to blow towards the direction of your target(s). Bare in mind the steller configuration when casting. If it's a powder, it will disperse from your hand and morph into a magical dust that surrounds your target(s)' head. If your reagent is a live cricket, it will chirp until your target(s)' fall asleep, and then jump away. For each angular shift in power (72 degrees), you can affect one additional target. Do not exceed 360 degrees, doing so will cause the spell to backfire on you.
(AoE effect, centered on a chosen point. Range: 12 yards. Creatures affected must make a DC 16 fortitude save, or they will faint. Getting put to sleep for 1d12 rounds.)
Confusion: Extend an arm out and flick your wrist up, so that your palms are facing your target(s), at the last possible second of this gesture. Roll your fingers in a circular rhythm, and bare in mind the Steller configuration when casting. As you're doing this, magic will cause the neurons in their brain to malfunction in a way that confuses them. Their minds will be muddled, and unable to formulate clear trains of thought. This could have a number of effects including the inability to cast spells, the inability to determine friend from foe, the inability to plan out strategies, so on and so forth. For each angular shift on your memorized calligraphy (72 degrees), you can affect one additional target.
(Target's must make a DC 16 intelligence save, or be confused for a duration of time. The caster determines what effects the confusion has--so long as it's all mental--and can include multiple effects in the cast. Just keep in mind: For each effect the spell has, the duration is reduced by one shift. (1 or 1d2 rounds) She can increase the number of target's she affects by 1 per RM spent. Cap: 5)
Animate Object: Touch a mundane inanimate object, such as a book, weapon, or shield, speak the incantation, and bare in mind the steller configuration when casting. Given that the object isn't already magical, it will then shape to life as if it were it's own person or entity, and begin to move around on it's own. The object obey's your will, and you get to determine what roll it serves. It can serve as a spellcaster, a warrior, or a defender on the battlefield, or as an assistant outside of it. This temporary enchantment will last for about twenty four seconds by default. But for each angular shift in power (72 degrees) you can increase this duration by another six.
(Touch a non-magical, inanimate object and it will come to life for 4 rounds, plus one additional round per RM spent. During this time, it'll serve as either a warrior--an object that deals physical damage to enemies--, a spellcaster--an object that casts offensive cantrips--, or a defender--an object that defends party members. If you are outside combat, an object can also serve as an assistant, aiding you in simple tasks for it's duration. Rolls MUST make sense for the purpose of the object. For example, a shield can't write in a book, while a quill can't defend a player.)
Charm Creature: Stand within visual, or touching range of a creature, so that they can see your most important details. This enables them to identify you clearly. Bare in mind your intent, and the siren configuration when casting this spell. As you speak the incantation, insure that your tone is soft and welcoming. Wave your hand whilst rolling your fingers in the direction of the target, then turn your hand so that it’s back is facing them, and form a gesture that becons them over. For each angular shift in power (72 degrees) you can affect one additional target. Afterwards, your target, or targets should be wholly compliant to you and your requests if they were unable to resist for a good long while.
(Up to two targets (without consequence) must make a DC 16 conviction check, or be charmed by you. Causing them to be wholly compliant to you, and your requests for 1d10 rounds. For each RM spent, you can affect one additional target.)
Forcefield: This spell is reactionary, and serves as an expansion upon the famous Prismatic Barrier. When you notice an incoming foe, projectile, or spell that's threatening your livelihood, lift both your hands to it. Insure that your index fingers and thumbs form a diamond in front of you, and spread them out in an arc to your sides. Speak the one word incantation, and bare in mind the Alodi Configuration when casting; as well as your intent. This slight modification to the usual prismatic barrier hand-gesture allows you not just to protect yourself, but your allies as well. Forming a prismatic wall of force that surrounds all of you... assuming they are in the twelve yard area. For each angular shift in power, you can, however, increase this area by an additional three yards.
(AoE effect centered on the caster. 12 yard range. Those within range gain a +4 to all defense rolls for 1d8 rounds. For each RM spent, you can increase the area it effects by 3 additional yards. This spell can also be cast as a prismatic barrier, affecting just the caster. This also lasts for 1d8 rounds, grants you a +4 to your defense rolls, and can absorb up to 4 points of damage at one point in time should you fail the defense anyway.)
Counterspell: A simple but effective reactionary spell. If you notice that your foe is casting, and have quick enough reflexes, lift your hand towards them and mutter the one word incantation. Doing so will send a waft of arcanic smoke snaking down their throat for a short duration of time. This smoke silences them, and temporarily saps their mana from them, stopping their current cast, and preventing another.
(Roll 1d20+4 against the will of your target. Succeed, and you silence them. Interrupting their current cast, and silencing them for 1d2 rounds after.)
Spellsteal: If you notice that a target is warded, enhanced, or magically infused in any way shape or form, then lift your hands towards them and speak this incantation. Bare in mind the Alodi Configuration when casting. Point your fingertips towards their chest, almost as if you were grabbing them with one hand, and pull back. All the while closing your hand into a fist. When you finish the gesture, the tops of your fingers should be facing your chest. This... may be a bit of a struggle if your up against someone powerful but keep pushing through. Succeed, and the spell that foe had cast now belongs to you for the rest of it's duration, and is yours to do with as you see fit. Just keep in mind... some "Buffs" can still be dangerous for you to wield if you don't understand how it's magic works.
(Roll 1d20+4 against the will of your target, and chose the spell effect you want to take from them. Succeed, and you take it granting you both its positives, AND it's negatives for the rest of that spell's duration. If the spell matches, or is compatible with your attunement (Arcane), then you can chose to remove the negative of its effect, or even remove the spell from yourself entirely.)
Detect Magic: Close your eyes and look into yourself for a moment. Steadily wave your hands through the air beside you, and mutter the incantation. Hum it over and over again, if you want to prolong the spell's effect. Soon you'll begin to feel the forces around you, most notably on your hands. Follow the sensations on your hands, and you may be able to not only detect it, but discern it's source.
(Sacrifice an attack turn, roll a perception check. Beat the DM's DC, and you can then make a Knowledge Arcana (or just intelligence if you don't have the skill) roll to discern it's source, and what type of magic it is. Beat that DC, and you will have a keen understanding of what it is, where it is, and will be able to sense it even if it moves away or ties to hide from you for 1d8 rounds afterwards. If the magical type matches, or is compatible with your attunement (Arcane) then you gain a bonus for all rolls made to detect and identify it.)
Rituals and Wards
Reagents required: The spell reagents appropriate to the spell you're empowering.
Preferred Conditions: Be within places of great elemental or arcanic power when casting. Nudity helps too.
Casting time: Six additional seconds per angular shift.
Effects: Chant the incantation and "dance" the dextrious movements of your spells over and over again, baring in mind your intent. This allows you to cast your normal spells as rituals, giving them more and more power as time progresses. If a spell is cast using this method, you can make them far more powerful without facing as many drawbacks, or being limited by the reccomended angular shifts.
Mechanics: For every extra round you spend casting a spell, you can add another spell effect to it. These can be effects such as damage increases, duration extensions, and aoe radius extensions. If you cast this spell within an elemental or arcane empowered area, you gain 4 extra spell effects within the first extra round. Do this naked, and you gain 2 more within the first extra round.
Reagents required: A bowl, urn, or other medium container of water. Incense from appropriate plants. (Grave moss, Sage, or Winter's Kiss) Blue and grey candles. Insure they're virgin.
Prefered conditions: Be near a large body of water (such as a lake, river, or swamp), or a preexisting storm. Also insure you have a clear view of the sky above. For best results, strip down, or wear very light, loosely fitting cloths to better feel the elements surrounding you. Being barefoot helps too.
Casting time: Between five minutes to an hour depending on the severity and duration of the storm you want to summon.
Effects: Chant the incantation over and over again during cast time, and lift your hands to the sky. Rhythmically "dancing" around your container in a circle evokes the power faster, and to greater effect. Once the storm is gathered, keep an eye on effects it causes, using your hand, and baring in mind the right configurations while viewing allows you to control them. Bare in mind, using a pre-existing storm can shorten cast duration drastically.
Mechanics: For each shift of damage, and duration (1 or 1d2, and one round) you want the storm to contain, spend a round casting. Damage caps at six shifts (6, or 1d12), and duration can last as long as an hour. (360 rounds) If you cast this on a pre-existing storm. You need only determine the damage shifts you want to do, and spend about one extra round gaining control of it. If you are both barefoot, and naked or wearing very light cloths when starting and ending the ritual, then you gain an automatic 4 rounds of storm control in addition to what you gained from the cast time itself already.
Anti Magic Zone:
Reagents Required: A magically conductive knife, or other blade. And a bag of salt.
Prefered Conditions: Insure the ground beneath your feet can be penetrated by a blade.
Casting time: About eighteen seconds (3 rounds).
Effects: Chant the incantation rhythmically, and move forward. Drop the bag of salt onto the place you wish to center the spell, and thrust your blade into it upon finishing the incantation. Afterward, a rippling pressure wave will spread out about as far as the salt explodes outward, and stagnate the fabric of reality. Rendering it's manipulation in any way, shape, or form impossible for a good ten seconds or so.
Mechanics: Spend three rounds casting this ritual. If the casting goes uninterrupted during this time, then the zone will affect a 12ft radius area centered upon the caster for the rolled duration. All spells being casted in, or at this area will fizzle out and disperse upon entry. Harming and effecting nobody. The spell lasts for as long as the blade sticks out of the center.
Banish Extraplainer Entity:
Reagents Required: Burning incense. (Osha for demons and void entities, sage for spirits, roses for fae, and earthroot for elementals.) or a bag of runestones.
Prefered Conditions: None really, however the spell is much stronger during the light of the harvest moon, blue moon, or blood moon.
Casting time: About eighteen seconds (3 rounds) ... or longer depending on how staunch your target's defiance is.
Last edited by Emmy Bluefire on 2019-02-18 1:15 am; edited 6 times in total
Emmy's Spellbook Cont.
Reagents Required: The materials needed to make it's physical body. A diamond tipped chisel. About five ounces of Arhkana per shift in size. A medium to large crystal containing latent arcane energy, and chalk.
Prefered Conditions: Be near a leyline for easier access to massive amounts of arcane energy. Also insure your creation area is wide open and circular, with a proper place to place the gathered materials needed to create the golem you're trying to make.
Casting time: The time spent gathering the correct resources, five to ten minutes to draw the Quel Configuration, and about six seconds per shift in size, and six more seconds per level of programing complexity.
Effects: Gather all the mundane materials into one area, arranging them to form the shape of the golem you wish to create. Put the core crystal in its chest, draw the Quel Configuration around it, and evenly sprinkle the Arhkana amongst the three surrounding circles. Afterwards, step away from the configuration and speak an incantation detailing what you want your golems to do. Lower your hands to the configuration as you do so. Once done, pull your hands away and snap your fingers. Afterwards, the pieces of your golem will levitate and place themselves appropriately, molding together to form it's structure. Congratulations. Now you have a servant to do your bidding, granting you the ability to give it commands telepathically.
Mechanics: Once all the appropriate pieces are gathered, determine the tasks you want your golem to be able to do, and take into account it's size. For each task, and each shift in size (starting from small), spend a round casting. If the ritual goes uninterrupted during this time, you will have successfully created a golem.
Reagents Required: Flat, moldable ground, and a large stick or other utensil to draw calligraphy with.
Prefered Conditions: Know your sigil coordinates, and insure you have enough space to accommodate the amount of people you're teleporting with this ritual. Also make sure you know there's enough space for the people at your destination as well.
Casting time: One minute per every five people (about) to draw the Alodi configuration, and about eighteen seconds of active casting time.
Effects: Draw the Alodi configuration on the ground. Insure that it's large enough to fit all the people you wish to teleport. Make sure your sigil coordinates are correct. Once done, move to the center circle and speak the incantation. Bring your palms close together, and rhythmically shift them in circular motions around each other to synchronize with the heartbeat of Azeroth. Gradually, a bright white light will spawn beneath your feet, and at the last second expand rapidly to engulf everyone in your circle. When it fades, you will find yourself, and everyone else within at your destination if it all went right.
Mechanics: Once the circle is drawn, spend three rounds casting this spell. If the ritual goes uninterrupted during this time then the caster will have successfully teleported everyone in the circle to the correct destination.
Create Lasting Ward:
Required Reagents: Burning incense appropriate to the creatures and forces you wish to repel, enough salt to encompass the area you hope to cover, and a crystal or rod containing latent arcane energy within it's center... or... a camp/bonfire of some kind.
Prefered Conditions: Be inside, or within a slightly isolated and enclosed area of wilderness (such as a cave, clearing, or tent circle)
Casting time: Enough time to place the salt down and burn the incense, and about six seconds per radius of area covered, as well as six seconds per desired repulsion.
Effects: Surround a desired area with a line of salt, place down a rod, crystal, or fire in the center. Once done... speak the incantation over the focus detailing the forces you desire to repel, and how you wish to repel them. This process can take anywhere from six to thirty-six seconds depending on the amount of area you wish to cover. Afterward, a pressure wave should spread out from you, and fill the perimeter with a domed mirage effect along the edges.
Mechanics: For each force, and each area shift (12yards) you wish to cover, spend a round casting. Forces described outside must make a DC 16 conviction check or be repelled. This can be a simple matter of being compelled to leave if it's an entity. Canceling out it's effect if it's a spell (in which case the caster must make the save), or absorbing up to 4 points of damage at once if it's a projectile or other weapon. The ward also emits an alarm if someone tries to breach its borders. If the ritual goes uninterrupted during this time, you successfully create the ward. The ward lasts for as long as the focus remains intact.
Reagents Required: A paste made from moonwater, charcoal, and osha. A mortar and pestle made from hardend clay, a thin paintbrush, and a smooth stretch of living skin or leather to draw upon.
Prefered Conditions: The closer you can draw the calligraphy to the forehead, the better.
Casting time: The time it takes to grind up the materials into a paste... if not already premade, the time it takes to draw the configuration, and about six seconds of active evoking time.
Effects: Draw a reverse stellar configuration on someones skin, or piece of tanned leather with the matierals you created with the mortar and pestle. If you're reacting with this spell, then in the center circle you need to draw the universal symbol for the type of magic you're hoping to repel from someones mind. If not, then the titanic symbol for a shield is a perfect placeholder. Afterwards, hover your hand over the defiled spot and speak the incantation. Bare in mind your intent while doing this. If done right, arcane energy will pulsate from your hand and infuse the paste with magic, allowing the charcoal to do it's work on a magical level, absorbing the harmful magics within, and preventing it from doing any further harm.
Mechanics: Take about a minute createing the paste (6 rounds) if you haven't had any premade, and about three rounds drawing the calligraphy. Afterwards, spend a round casting. Any creature trying to psychically influence the warded creature's mind using spells from the school of enchantment must succeed on a DC 16 conviction check, or fail. After that, they cannot try again for as long as the charcoal used to draw the ward remains.