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.
An Analysis on Magic - Less is More
Chapter 1 - Introduction
Many are confused by my habits. Particularly when they find out that I preform some magical spells "In the Buff" as some would say. To many it's such a foreign concept that they quickly dismiss it as superstition and irrationality. "Mages wear robes all the time! And it doesn't seem to affect the power of their spells at all!" I often hear. And while it's true that mages wear robes, many forget the reasons why. They chock it up to the understandably earned reputation we have for being rather, shall we say, eccentric. A reputation it seems has not surpassed even I. I promise you this however, everything I do has a reason, and a substantial amount of thought put into it. When it comes to magic, I rarely do anything just because "It's fun" , That would be rather irresponsible of me because as many of you know, treating magic as a toy often has devastating consequences. Something my students know very well...
First and foremost however, I would like to clarify: I do not cast every spell I weave skyclad (Naked). I only go skyclad when I'm casting spells that both A: Work very closely with the natural forces of the world, and B: Require very long evocation periods. My students know these types of spells as "Rituals"
Second, imagine this analogy if you would. Your hand is your willpower--your soul--and your physical exterior is a glove. Put a glove over your hand and what happens? Your manual dexterity becomes hindered. Even if to the slightest degree. The thicker the glove, the less precise the movements in your fingers become. Take off that glove, and suddenly you have full range of movement once more.
Now, obviously, we can never really gain "full range of movement" as it were, based on that analogy. We're all physical beings that have been too long separated from the energies that formed the cosmos. If that weren't the case there would be nothing stopping us mages from standing on an equal plane to the gods themselves. If you ask me, that would insight far too much chaos. However, that doesn't mean we can't come close.
Chapter 2 - The Glove
Have you ever sat down and really wondered why mages wear robes? Most of us are just as strong as the warrior standing next to us. It's part of our training after all. Yet we still refuse to equip the best protection we can afford. It seems nonsensical when you really think about it. Well, here's the thing. Heavier, thicker armors interfere with spellcasting. How? It dampens your sense of touch to perceive the forces around you. You can't feel it as effectively. And when your entire profession is centered around attunement to said forces... that can cause a problem. Your ability to pull and reshape the forces surrounding you gets hindered. So mages across all humanoid cultures have opted to wear robes instead. It's a "Thinner glove" than leather, chain or plate armor.
So, what difference does casting nude make? In essence, that makes the "glove" around your soul even thinner still. For many spells, this is by a trivial amount that makes no difference in the end. But that "trivial difference" can really add up to be a more substantial difference when casting longer, more intricate, and more precise spells. Spells that can change the face of an entire battlefield, and preform feats on par with genuine miracles. By casting in the nude, I have observed a bit of an enhancement in myself and my spellweaveing than when I had worn robes. I gain an ability to control the weather for longer periods of time, and with greater control over factors like where lightning strikes, or a swell of snow gathers.
I've also been able to feel the anomalies many otherwise imperceptible entities have caused in the air, for my clothing doesn't cushion and disperse the force I impact when brushing up against or walking through these irregularities. That makes it easier to find out where they are, and where I need to go to trap, banish, or bind them. Let me tell you, that has most certainly helped me identify a few would-be impish invasions before.
This? This is just the beginning. There is actually a long list of minor but powerful differences I've noticed when casting ritual spells this way.
Of course, I'm not the only test subject.
Chapter 3 - Witness Accounts
Of the ten mages I've been able to convince of helping me test this; nine of them reported feeling the same phenomena I did. A deeper, more accurate perception of the forces surrounding them. A they had this to say:
"I must admit, when Archmage Bluefire first asked us to test this, I thought she'd completely lost her marbles! More than you'd expect an Archmage too anyway. I've always figured that it was a practice only the savage Arathi witches of old engaged in. I figured that by agreeing to test this, I'd prove her wrong. I was mistaken... I managed to tune into and gain control of the wind by feeling it move past my skin. Clever bitch..." ~Magus Maxius The frail.
"I went to school with Archmage Bluefire. In fact, she was my tutor several years back. I'd always known her to be a bit... shall we say, "unconventional" but this!? This had to be the most outlandish idea she'd forwarded to me! But I figured "Hey... got nothing better to do." and tried it out. I soon came to realize the truth she was speaking though when I managed to banish a ghost from my home! That nuisance had been so illusive before now. The second my skin felt the cold of his presence moving through me, I had him! It really worked!" ~Magistrix Clareece Lorent.
"I overheard Miss Bluefire talking about this the other day. Figured there was no harm in trying it at my own apartment at some point. I had just finished with my shower when I got the crazy idea to conjure a lesser water elemental from the steam. After a few spins, I noticed that the hairs down my arm and legs could actually feel individual droplets. I simply placed my hands inside the spot with the highest concentration of water vapor and poof! Two minutes later a little water guppy was starring back at me!" ~Apprentice Kinsey Kenzington
"Bluefire is such a show off! Yeah, she can control the weather and shit like that, but Me? Oh, I do something far more delicate! Magitech engineer Manacog at your service. Chief pioneer of Artificer...-ing here at the Kirin'Tor. I had just finished copulating with my wife when I decided to calibrate one of my scrying apparatuses. I felt my hair stand on end. Nothing unusual when working with enchanted electricity... but then... some of them started to tingle. That couldn't have been good right? RIGHT! It wasn't! I was two watts away from completely overloading the pool! I don't think Id've ever noticed that if I were still wearing robes. I'm not saying Bluefire is right... but I guess she was onto something..." ~Artificer Pinwheel Manacog
Moreover, if you can get past the embarrassment you'd likely feel for being naked and exposed around your peers, you'll find yourself feeling much more empowered. Much more connected to the world you live in.
Just ask any naturalist, or individual who's been to a nude beach. Many return from their outings feeling more confident in themselves than they were before, more refreshed.
This resulting confidence also serves to boost the power of your spellweaving. Confidence means your intent is far more clear to you, making your spells much more in line with your goals. And as any mage would tell you: Clarity of mind is very important!
Now, this is great and all... but here I only speak of people within the mage community. How about those without?
Chapter 4 - Applications In Other Spellcasters
Of course, this doesn't apply to all forms of magic. At least not in the same way. Priests and Paladins can tell you, the power gained from serving the light isn't exactly yours, it belongs to a higher force more in-tune with that particular set of changes, and simply channels it through you. Shamans can tell you that the same principle applies. It just comes from elementals and spirits you serve instead of divine forces such as the Light or Void. Though it's worth mentioning that some shamans believe appearing before the spirits Skyclad helps them communicate more efficiently. They seem to like the air of natural humility that comes with doing that. I personally know a shaman who is quite the avid nudist herself! Her name is Av'laa, perhaps you've heard of her.
She once mentioned to me that when she gets married, she'll take her spouse to a place where she can easily contact her Ancestral spirits and have them both strip down. The reasoning behind it is to come as humbly as they can before her ancestors to profess their love for each other. For if you can't both appear before them as you did when you both entered the world, then the magic that binds you together in life will not be able to take precedence within your souls. A bit of superstition? Perhaps, but a beautiful concept nonetheless. All I know is that when she finally did get married, the magical essence surrounding them both felt more... pure, somehow. More refined.
"What about druids! They wear leather!" Have you ever noticed that despite this, many druids still don't wear much? They expose quite a bit of skin. Even so, the leather they wear doesn't hinder them, as it seems some of their power may actually come from it! Or rather the animal it once belonged too... if they even wear leather at all. Otherwise they wear leaves, branches, and other natural materials in which they also siphon power from.
Chapter 5 - Conclusion
Long story short, based on everything I've seen and heard in my recent years of studying this phenomena, I can draw this conclusion. Once you get past whatever conditioned embarrassment you may feel when attempting this, you'll find yourself more focused, more confident, and more attuned to the movements, traces, and wills of the forces or entities surrounding you. This in turn allows you reach out and impose your will over it far more efficiently, and to greater effect. With that glove off, and your mind free of any worry, the world will look and feel more vibrant to you than ever before.
But of course, just telling you this doesn't make your nervousness go away. Here are a few simple steps to get started, should you desire to start practicing this way.
First: Surround yourself with people you can trust. Not just with your valuables. Not just with your possessions. With your secrets, and your very lives. Such people are the ones who you know you can sit down and speak your worries away. People who will carry your secrets to the grave, and calmly, respectfully, listen to you when you explain yourself.
Second: Understand that nudity is natural. You were born with this body, and nothing can change that. You had it as a baby, and all throughout your life growing up. Your parents have seen it, you have seen it, and more than likely your spouse will see it. It wasn't a disgusting thing to be ashamed of then. Why should it be now?
Third: Practice privately at first. Baby steps are the key to success, after all. This will give you some practice and experience with the concept, while at the same time allowing you to grow more comfortable in your own skin.
Fourth: Understand that society's viewpoints have always been, and will always be dynamic. There was a time once when people could walk around naked during the summer and it was perfectly normal. It's just that over time the weather forced us to wear more and more clothing to keep ourselves warm. Now it's so normal we don't understand people who think it isn't. Nothing wrong with that. You can both comply with societies current viewpoints, and practice skyclad elsewhere.
And Finally: Don't be afraid to explain yourself. This step is hard if you don't have the confidence for it. That is particularly why I told you to surround yourself with people you trust earlier. Those people will build you up, and teach you indirectly how to stand your ground. If you're forced into a situation where you must publicly go against society's current norms, then a simple and clear explanation will more often than not clear things up without much judgement from anyone.
For those of you who made it all the way to the end, thank you very much. I must say this was a bit of a passion project of mine. Skyclad casting is a concept that so often gets misunderstood. But sadly, I find it very hard to find any good analytical transcripts exploring it in depth that both takes it seriously, and gets the facts straight. So! I sought to explore it myself. Five years, dozes of failed experiments, and a dubious writing session later, It brings me great pleasure to present this novella to you, the reader. Thank you so much for your support by reading this book, and may you find success in your own endeavors.
~Thaumaturge Emmy Bluefire, Archmage of the Kirin'Tor.
Last edited by Emmy Bluefire on 2019-06-20 3:17 pm; edited 1 time in total
An Analysis on Magic - The Power Within
Chapter 1 - Introduction
I would like you to stop for a moment and think. Think about the world, and everything in it. The ocean tides move because the moons above enact a gravitational pull on the water. Fire is ignited when enough energy gets transformed into heat, and remains for as long as the object it ignited provides it with fuel. The sun and stars move across the sky because long ago--in Azeroth's formation--an equally large object smashed into it at such an angle, and with such force, that it began to rotate forevermore. Plants thrive because they slurp up energy from the soil, and the sun to grow. Animals who eat those plants thrive because they've consumed energy from said plants. And the creatures who eat those animals? Well, you know where I'm going with this.
Everything in our world requires energy to function. Without that energy, it begins to fade away. The same can be said with cosmic forces as well. Our world, our reality, exists in a delicate balance. Everything that happens in our universe has a price. It's a law of reality us mortals will never be able to rise above. Not even when we seek to bend it to our will...
Magic users--of all types--report feeling progressively exhausted, both physically and mentally, the more spells we cast.
It has been this way for all of recorded history. In the modern age, however, this phenomena has been given a name. "Mana" At least, that's what mages call it. Other magical classes, however, swear up and down that they don't use mana. Instead, they use some other mystical force. Though many of them fail to provide any kind of scientific evidence to back up their claims; leaving many of us skeptical as to what's really going on within ourselves.
However, I seek to take a bit of a different approach with this book. Instead of ridiculing others for their beliefs and ideals, I intend to look at the way they use magic. I intend to take them seriously, and perhaps bridge the gaps in understanding left by magic's inherently mysterious behavior as a whole.
I also hope that by doing this, I might bring about a better understanding of what "Mana" really is. I assure you, it's more than meets the eye.
Chapter 2 - “Mana” Through the Ages
First and foremost. What is mana, as defined by most people in the modern age? Outside the scholarly halls of mages, most people understand it as being the residual energy that seeps up through the earth, from the leylines miles beneath our very feet.
An understandable notion, as there are countless examples of arcanic things being labeled as mana. Mana Crystals, Mana Dust, Manawraiths, Mana Wyrms, Mana Potions. These identifiers are so common, that even us mages have taken to formally calling them by those very same names.
But how accurate is this really? Is there truthfully a difference between what many understand as "mana" , and the other energies that people find within themselves? Energies such as "Chi" , "Insanity" or "Astral Power?" Well, that is a far more complicated question.
In studying the arcane, mages need to first learn the languages associated with it. Titan, and Ancient Elven. In both languages, there are two separate identifiers for magic, and the energy within you that you use to conjure it.
Beyond that, though, there is no further identification. Magic, by in large, is all considered the same in their books. If further identification was needed to specify a caster's intent, then adjectives like "Dark" , "Light", "Natural", or "Control" were added in, along with terms like "Healing", "Destruction", "Transformation", or "Deception."
With all this information in mind, it should come as no surprise to know that, to them, "mana" was all the same. To them, "mana" only described the strength and reach of your soul. The residual spiritual energy within it.
Where these different iterations of "mana" came from in the modern age is widely unknown. But based on my own research into linguistics, and the way different magics change you, I can theorize its predominantly the result of different user's soul attunements, and belief systems.
The void drives you insane. The Fel makes you more violent. The Light makes you more faithful. Nature insights wanderlust and the desire for freedom. And the Arcane makes you more orderly. Observe any magic user for long enough, and you'll start to notice these quirks. Granted, more often than not, these sorts of behaviors were already apparent within them when they began their practice. That might be the reason those sorts of magics called to them in the first place.
So, in a way, different magic users are both right and wrong when they say "They don't use mana." But wait. That's a contradictory statement isn't it? Well, let's elaborate a little further.
Chapter 3 - Your Spiritual Essence
In the last chapter I briefly mentioned that I'd been looking into the way different magics changed you. I then went on to only mention the psychological effects magic has on you. I did not look at the physical, and most importantly, the spiritual effects it has on you.
These changes are what many would classify as "Corruption", or "Purification" These two classifications are, much to a believer's dismay, one in the same. What this phenomena gets called is based on an individual's personal beliefs. Mechanically though, I myself think of it all the same way. Different strands of magic alter your spirit in different ways.
As I mentioned in my last book: "An Analysis on Magic - Less is More", your spirit is what gives you the ability to manipulate the energies around you. It's the reason why ghosts, incorporeal as they may be, have the ability to manipulate the unfortunate objects and temperatures in your household. It's what gives them the ability to harm you despite the fact that they can't actually touch you. They summon up the energy needed to do so.
But as these energies are, in themselves, a potent spiritual force it makes sense that the more you allow these forces to touch you, the more they will start to rub off on you. Much like a toxic person’s awful personality rubs off on a good person’s decent one, and vice versa. Magical energies operate in a similar fashion.
A potent Fel user will start to manifest demonic features, and their magic will become more and more chaotic. As seen with the Illidari.
A potent Light user will start to manifest divine features. Halo's, Angel wings and the like. And their magic will become more and more... shall we say, "Righteous" , as seen with the Lightforged.
A potent druid will start to manifest more wild features. Crazier hair, animal features and the like. As seen on Malfurion.
A potent shaman may start to radiate elemental energies when they get emotional. As seen with Thrall.
A potent void user will start to manifest, shall we say, "empty" features. Expressionless faces, gaunt bodies, pale skin, shrunken eyes, tentacles and the like. As seen with the Ren'Dorei and the Faceless Ones.
And a potent Arcane user? Well, they start to radiate arcane energy from soul-heavy places like the eyes. And their personalities will become more meticulous and orderly. As seen with Jaina, Khadgar, Archmage Antonidas, and Myself.
Look into it further, and you'll notice something else. Their spirits start to merge with the energies they manipulate. Eventually it gets to the point where the two forces seem almost indistinguishable. It is at this point where the ability to detect magical auras--as some people are able to do--begins to work.
At this point in your magical development, the residual spiritual energy that was once your "mana" is now residual light energy, or void energy, or whatever force you've come to manipulate. And this, my readers, is where many individuals start to diverge from saying that they "Use Mana"
So... what exactly is it then? Truth be told, cultures have diversified to such a point now that it's impossible to find any one single definition all people can agree upon. But I think it's as simple as this: It's your residual spiritual energy. It is the part of your soul that isn't being used constantly. It's that spark that pushes you to keep going even when all hope seems lost, and your body gives way to exhaustion. When it goes away, you must restore it or you'll start to pull from your very lifeforce.
It's why many magic users start to age more rapidly, if they consistently push themselves too far.
Chapter 4 - Tying Up Loose Ends
So we've discussed most of the fundamental forces of reality. Arcane, Fel, The Light, The Void, the natural spirit essence of the world and the elements. We've also looked into how those forces alter your spirit and change your physical stature and psychological state of mind.
But what of the, shall we say, more obscure forms of "magic"? Energies like the pandaren Chi, necromantic shadow energy, or the odd forces of decay seen in Drustvar? These are outlying things that fall into uncertain places on the cosmological scale of magical energies. Where do they sit?
Let's start with Chi.
Chi, to my observation, is simply a manifestation of one's own spiritual energies in it's purest form. It's an interesting skill the Pandaren have learned, and are now teaching others. It's all willpower, in a sense. Perhaps even the purest form of magic in it's definitive sense.
"Changing things in accordance to one's will."
They've spent years learning to balance out their own virtues and vices to bring about harmony in one's soul. And hence the energies that would have changed them are simply kept at bay. However, I am far from an expert in Pandaren culture, and as such will concede my notes should further research yield different results.
My only other thought on this matter is that "Chi" is a form of Nature and elemental magics combined together. But that's based on very loose ground. As the only observation I've made to support this is that Chi is used primarily as a sort of physical/mental enhancement, and the skills of the mistweavers.
Necromancy, on the other hand, I can provide more insight on. On the cosmological chart many of us mages use, nature magic is identified as "Life and Growth" ... which of course has its opposite: "Death and Decay"
Manifestations of death and decay are what many know as "Undead" It's worth noting that necromancy wasn't ever practiced in this world by witches and wizards until Arch-Warlock Gul'Dan was forbidden from using fel magics after the first war by his clan. He sought the counsel of his master, Kil'Jaden, who then taught him necromancy as a workaround.
Of course, before that manifestations of death and decay did still happen on rare occasions. Sometimes the souls of the dead inhabit and animate their old remains out of rage, or to fulfill a purpose.
Practitioners of Necromancy often start out as mages trying to find ways to make themselves immortal without having to deal with the pesky mana addiction and complex rituals the Guardians underwent. And it becomes a downward spiral form there.
Their spirit becomes froth with the energies of decay and soon they begin to decay themselves, despite still being alive. Which brings me to Drust magic.
As you've likely put together by now, it is possible to hybridize forms of magic, and even balance out your soul. Drust magic is interesting, as it is exactly that. A hybridization of two opposing forces; life and death. This is perhaps why many individuals who've been to Drustvar have observed similarities between druidic magic, and what's now unfairly defined as "Witchcraft." The only difference between the two, truth be told though, is the focus.
Conventional druids focus on the powers of life and growth to make changes in the world. While the Drust focused on decay. Honestly, a true "Witch" by that definition would be focusing on both, and the balance between them. Weather those changes are good or evil is up to them.
Magic doesn't have an alignment after all. Just a purpose.
The only spiritual change I've observed in "Witches"--as they're being called now--is a bit of a tendency to be a hermit, and a very neutral mindset. Along with both wildness and decrepitness in small doses.
Chapter 5 - Conclusion
So what is mana then? In ancient times it was just a term used to identify the extra spirit juice within you. Now it is a word used only in conjunction with the arcane energies that seep up through the leylines. I still stand by the old definition though, as it's the one that makes the most sense to me, and my studies of magic. That, however, does not mean you have to follow in my footsteps.
We know also, that the different magical essences that surround you can influence your very being. For some the change is very little. For others it's quite substantial. How far you've teetered to one edge or the other is up to your willpower, and what other forces you've allowed to enter you.
Regardless, one fact is certain. All magic users, of any kind, have their limits. We all have a "Glove" over our souls. Perhaps mana, in that sense, could also be used as a name for that limit.
Creatures who can drain it aren't exactly draining you of your magic. Rather, they are forcibly exhausting your soul of it's residual energies.
"Mana" is just as much a part of you as your arm is. It's the extension we all have within our souls. And like your arm, it can recover with time, energy, and rest. So eat healthy, get plenty of rest, know your limits, and drink water. Was that the true moral of this book? Perhaps. Perhaps not. Perhaps it was a joke I decided to shove in just because. Who knows? I don't.
I just hope that this book, at the very least, provided you with some valuable information for you to think about. Perhaps it even inspired you to do your own research into what mana is. Perhaps it even made you realize that you aren't so weak after all, and can study magic regardless of your vices and interests.
For those of you who made it all the way to the end, thank you very much. I must say, this book took far longer to finish than I had originally anticipated. Finding out all of the information contained within this book was no easy task, let me tell you. But six months, lots of research, and several long writing sessions later: I'm pleased to present to you this novella. Thank you so much for your support in reading this book, and may you find success in your own endeavors.
~Thaumaturge Emmy Bluefire, Archmage of the Kirin'Tor