Itsuki
Posts: 224 Join date: 2010-04-20 Age: 18 Location: Englishland. Damn right.
 | Subject: The New Magical System: The Nine Schools of Magic Wed Dec 28, 2011 1:31 pm | |
| Abjuration, School of Defence | Spoiler: | | | The school of Abjuration centers around barrier spells that neither attacks, people nor Natrelmon can pass through. Abjuration spells, except Counterspell, may not be Counterspelled:
Strength of the Soul (-) - If the user has Restoration Magic, their walls will cast the most powerful Word of Healing spell the user possesses on a Natrelmon the user controls.
Rank I - Feeble Wall (3) - A pathetic wall that can take only one hit. It is roughly 3" by 3".
Rank II - Counterspell (2) - A spell that counters an enemy spellcast. Their use of the spell is used up, but the spell has no effect.
Rank III - Wall (3) - A decently strong wall. It can take three hits from a level 20 Natrelmon quite easily, and can block spells from all schools of magic that are rank II and below once.
Rank IV - Greater Wall (2) - A powerful wall that can take five hits from level 30 or below Natrelmon, or absorb two Rank III or below spells from any school. This wall can be moved five feet in any direction once.
Rank V - Pure Soul (1) - Once per battle, one of the user's walls may become reflective to all attacks. This counts as the wall being hit, but the attack never reaches it. It is instead reflected back at its user like a "homing missile" at 0.5x strength.
Rank VI - Abjurer's Absorption (2) - The user causes one wall to "absorb" an attack. This attack is then stored within the trainer, allowing them to relaunch it from their palm whenever they choose. Rank VII - Suzaku's Fortitude (-) - The user's Abjuration spells gain one extra use and are able to take one extra hit.
Rank VIII - Encompassing Wall (2) - The user creates a dome of powerful energy around themselves or their Natrelmon. This wall can take 6 hits from any attack before shattering. Constant attacks, such as a stream, will allow the wall to last seconds instead of hits. I.e., channeling a stream at the wall for 4 seconds will use 4 hits.
Rank IX - Shield of Faith (-) - The user's spiritual energy is infused into their barriers, making them immune to magical attacks. The absorption of enemy magic grants the user the ability to use one more Feeble Wall for every spell absorbed. Spells absorbed from Feeble Wall do not trigger Shield of Faith.
Rank X - Abjure (-) - The User is a Master of Abjuration, able to use any wall spell as many times as they like per battle. This has the restriction of 1 wall per post. |
Invocation, School of the Mind
| Spoiler: | | | The School of Invocation relies on spells affecting the mind, and the users are able to boost their thought processes in order to dominate their opponents.
Seize the Mind (-) - The user has out of combat telepathy with all people that they have spoken to.
Arcane Infusion (-) - All of the user's other spell schools are 10% more effective.
Rank I - Thoughtseize (3) -Fires a shock of mental energy towards an enemy Natrelmon level 10 or lower to disorient it for one second. Can only be used once per exchange.
Rank II - Arcane Flow (2) - The Trainer allows the currents of magic to flow through them, empowering their next spell's effect by 50%, but causing them to be unable to cast spells for the next exchange.
Rank III - Invoke the Mind (-) - The Trainer invokes the deep magic of their mind, allowing them to cast any one Invocation spell regardless of the number of uses it has left. This leaves them unable to use Invocation magic for 5 exchanges after their spell has been cast.
Rank IV - Spellshatter (2) - The user's arcane magic overwhelms an enemy spell, shattering it. Abjuration spells can be affected by Spellshatter.
Rank V - Extrasensory (-) - The user has expanded their mind permanently, giving them a Rank x 2.5 feet sensory field around them that functions like a psychic-type Natrelmon's aura. They may also tap into other auras and sense inside of those as well.
Rank VI - Arcanist's Guile (-) - The user "overclocks" their mind permanently, allowing them to work out mathematical equations, such as the trajectory of attacks. This also gives them the uncanny ability to never get lost, and to always find where they need to go should they know the destination. Rank VII - Acuity (2) - The user delves into the reaches of their mind, enhancing their perception threefold temporarily. This allows them to "slow time" in terms of their perception, granting them greater insight into attacks.
Rank VIII - Telekinesis (-) - The Trainer has gained telekinetic powers. These have limitless use, but are only as strong as a level 50 Psychic Type's powers. Telekinesis can only be used on objects with no current kinetic force. You must maintain a direct line of sight with the object you are lifting.
Rank IX - Arcane Annihilation (1) - The user smashes the opponent's mind with incredible arcane energies, knocking them out if they are below 25% health or stunning them for ten seconds if they are not. This attack causes the user to be unable to cast magic for ten minutes.
Rank X - Foresight (-) - Invoking the full power of the mind, the user has gained the ability to gleam information from the future. For every attack that would take place in Extrasensory, the user receives all information about the attack before it would happen. This allows them to completely avoid the attack. The attack must originate in Extrasensory. |
Hydromancy, School of Water
| Spoiler: | | |
The School of Water is about evasion, and its users are difficult to detect, and even more difficult to hit with attacks. This school is designed to support the user's Natrelmon, and to aid them in battle.
Veil of Mists (-) - The user is surrounded by a [Rank x 3] feet aura of mist at all times.
One with the Mist (-) - As long as the Hydromancer is still within the mist, they cannot be seen, heard, smelled, etc.
Rank I - Hazeborn Tears (3) - The user fires a spherical globule of water with 1 foot diameter from their palm. This explodes into a patch of mist equal to [Rank] feet in diameter.
Rank II - Mistwalker (3) - Allows the Hydromancer to transport themselves to anywhere within their mist. The mist will adjust to the new positioning slowly over the course of 3 minutes.
Rank III - Break One's Word (4) - Counters an enemy spellcast that starts within the mist. Includes Blood Magic.
Rank IV - Mist Reader (-) - Allows the user to sense all within the mists, much like a Psychic within their aura.
Rank V - Body of Mists (1) - Converts the entire Hydromancer's body into mist, allowing them to negate any attack that is not Ice in nature.
Rank VI - Saturation (-) - Those within the mist that are not friendly to the Hydromancer now take water damage while they are within the mist, and all victims inside the mist have their thoughts clouded by it. This effect blocks "layers" of thought every 10 seconds the victim remains in the mist. Rank VII - Mist of Many Secrets (-) - While within the Mist, all enemy casters are unable to cast non-Hydromancy spells and the user's spellcasts cannot be countered while they are in Mist.
Rank VIII - Flow with the Mist (2) - The user's mist becomes receptive to energies, allowing the user to redirection, allowing the user to redirect any energy-based attacks within it.
Rank IX - Well of Eternal Mists (-) - The user summons the Well of Eternal Mists. This Well is 15 feet in diameter, and spews endless mist constantly. The Well produces mist equal to the total amount Veil of Mist gives every two exchanges. The Well is also a source of infinite Water.
Rank X - Essence of Eternal Mist (-) - The Hydromancer has now gained a deep connection to the Well of Eternal Mists. By diving into it, they are able to teleport to any Water source they have already visited. They may also become the Well of Eternal Mists, causing them to take no damage. They may also summon a mist clone of themselves to cast spells while they become the Well. |
Electromancy, School of Lightning
| Spoiler: | | | Electra Heart (-) - Whenever the user's attacks paralyze an opponent, their use is refunded.
Thunderflow (-) - Out of Combat, the user has minor manipulation of electrical energies.
Rank I – Crackle (10) – Creates a small bolt of lightning from the tip of a finger. Has a 10% chance to paralyze opponents hit by this.
Rank II – Power Surge (2) – Bolsters an ally in battle, increasing their next attack’s power two fold. In addition, the attack used directly after Power Surge has a 10% chance to paralyze an opponent.
Rank III - Chained Conduit (2) - The user slams their palms together, channeling electrical energy through all targets they have hit with electricity in the battle already. All targets that have been hit are linked with a bolt of lightning that has a 50% chance to paralyze them if they come within 10 feet of each other. This remains indefinitely.
Rank IV - Electromagnetism (-) - The user now has minor 'magnetic' control over all victims they have electrocuted during the battle. Any victims that are linked by lightning are instantly and forcibly pulled 5 feet towards each other if they come within 15 feet of each other.
Rank V - Stormflash (5) - The user looses a weak bolt of lightning that travels at 15 feet per second. Upon hitting an enemy, this bolt arcs to the nearest target within 10 feet. Every jump increases the damage of Stormflash by 25%
Rank VI - Thunderclap (3) - The user slams their foot into the ground, sending bolts of electricity in all directions. Anything hit by these sparks has a 50% chance to be paralyzed, and takes 50% more damage from Electromancy spells for the remainder of the battle. Cannot trigger Electra Heart. Has a 30 feet range. Rank VII - Stormsurge (10) - A very powerful stream of lightning. The user places their palms together and concentrates electrical energy within them, then points both palms towards an enemy. A bolt of lightning is instantly unleashed that travels at 30 feet per second. Targets hit by this attack take strong electrical damage, and a bolt of lightning is created that links the target to all other targets hit by Stormsurge. Paralysis is transferred through this link. Lasts indefinitely.
Rank VIII - Kusanagi's Bane (1) - The user summons a set of two electrical Kodachi that last for 1 exchange per electrical link between targets. These Kodachi can fire crackle at will, and are very strong melee defenders. They can be thrown at an enemy, and will reform if they successfully hit an enemy.
Rank IX - Lightning Unleashed (1) - The user channels a powerful electrical storm over a 40 square feet area. Lightning strikes every victim inside the designated area every second, dealing small damage with a 5% chance to paralyze for two seconds. All targets hit by the lightning are linked together, and the pull of Electromagnetism is increased to 10 feet. Lasts for 30 seconds.
Rank X - Storm's Fury (-) - The user is a master of Electromancy, increasing their chance to paralyze with all Electromancy spells by 25%. Their electrical spells are permanently 200% more powerful, and they may now transmute their body to pure lightning at will, allowing them to "teleport" 20 feet in any direction and take 100% reduced damage during the movement and 3 seconds after. Has a 2 exchange cooldown. |
Kazemancy, School of Winds
| Spoiler: | | | Windborne (-) - The user's air speed is increased by ++ whenever they are flying, and all wind moves and spells the trainer or natrelmon uses are 50% more effective while both are flying.
Terminal Velocity (-) - The user benefits from the Wind-type Natrelmon's innate.
Rank I - Windborn Weapon ([Rank + 5]) - The user condenses wind into a projectile weapon and launches it at the opponent. One of the more powerful Rank I Spells. The maximum speed a Windborn Weapon can achieve is 25 feet per second.
Rank II - Soaring Winds (-) - The user can now "fly" at an AS of +++++.
Rank III - Slashdance (3) - The user draws several lines in the air ([Rank + 2 lines]) with their hand, leaving silvery lines of Wind Magic where their hands have moved. After three seconds, fast, invisible blades of wind are launched from the lines, which then fade.
Rank IV - Wind's Majesty (-) - The user enters a meditative trance, imbuing one of their Natrelmon with the ability to fly at speed equal to their ground speed plus + for as long as the user remains in their meditative trance. Should they be interrupted, the Natrelmon will take 10% of the normal damage they would from falling to the ground.
Rank V - Acceleration (3) - The user bathes either themselves or their natrelmon in wind energy, reducing friction and increasing their aerodynamics, speeding them up greatly. Can also be used as a reverse effect on the enemy Natrelmon. Lasts for 15 seconds.
Rank VI - Windwalker's Finesse (-) - The user may now fly as if they were a Wind-type Natrelmon with wings. This ability gives them incredible manual dexterity, allowing them to avoid most attacks. All non-passive Kazemancy spells become 25% more powerful. Rank VII - Wrath of the Windborne (2) - The user draws a large amount of Wind Magic around an enemy, then collapses it around them. This draws all out of a 5 feet sphere around the enemy out, leaving it a vacuum. The user cannot move after this spell takes effect.
Rank VIII - Gale Force: Hurricane (1) - The user creates a massive hurricane able to damage a small town a fair amount. The hurricane is 100 feet tall, and 50 feet wide at the top.
Rank IX - Voidzone (2) - Completely halts all movement in a 10 cubic feet area for as long as the use channels the spell. This is achieved by raising wind resistance to the point that even normal movement is impossible. Lasts for twelve seconds, and the user is unable to fly for 12 seconds after this move's effect finishes.
Rank X - Fragment of the Zephyr (-) - The user is now able to outspeed almost anything while flying. They gain the pinnacle of control over their body while flying, and may metamorphose into any winged creature while flying. The user's offensive wind spells have a permanent 300% damage buff, and all spells that require the user be still have that requirement removed. |
Pyromancy, School of Flame
| Spoiler: | | | Seeds of Flame (-) - The user may condense any one flame into a "seed" of flame. Out of combat, this seed acts as a light source that cannot set combustible sources alight, and in combat it may be expended in order to make one fire attack 25% more powerful, or sown in the ground to make a trap.
Burning Concentration (-) - Taking non-water, non-ice damage does not stop the user channeling Pyromancy spells. The user may take individual steps while channeling spells, up to 10 per post.
Rank I - Firebreather (4) - The user expels air from their mouth, converting it into flame with a 20 feet range. This lasts for as long as the user can continue to expel flame from their mouth.
Rank II - Cinders of Kyokujitsu (6) - The user's hands curve into a ball of flame, which erupts forwards as a cone (15 feet in diameter, 30 feet in length) of 100 stunning white petals. These petals will not 'burn' whatever they come into contact with, rather they will stick to the victim and dissolve over time. When all petals on the user dissolve (approx 3 exchanges) the victim explodes in a ball of white flame proportionate to the amount of petals that were on them.
Rank III - Seeds of Ruination (Rank + 1) - The user consumes flames they control, extinguishing them and storing them as energy within the target they were burning on. At any time, the user may have these 'seeds' explode, reigniting the flames on the enemy. For every exchange that the user waits to rekindle the flames, they return 2x as fierce.
Rank IV - Burning Rumination (3) - The user assaults the foe's mind with fiery energy, causing them to have all Seeds of Ruination within 20 feet jump towards them immediately. The user leaves a trace of this flame energy inside the enemy's mind, causing them to gain an extra Seed of Ruination from hitting the victim with fire attacks.
Rank V - Seeds of Rumination (3) - The user converts all of their flames into Seeds of Rumination, creating 3 seeds per square foot of flame consumed. These seeds, upon coming into contact with an object will root into them with fiery tendrils. These tendrils burrow inside the victim, and burn it from the inside for low, continuous damage.
Rank VI - Flamesower (-) - Firebreather now creates Seeds of Ruination projectiles as long as the breath is maintained. These have an extended range from Firebreather. Rank VII - Miracle Flame (1) - For every 30 seconds your "Seeds" are in their seed form, they duplicate themselves. Miracle Flame is a channeled spell.
Rank VIII - Blossom of the Rising Sun (2) - The user expends all "seeds" that they have created in order to create one new seed within a chosen target. After 5 exchanges this seed blossoms into a white "flame lotus" around the victim, that takes a further 2 exchanges to complete. After these 2 exchanges the lotus erupts in a huge column of white flame and refunds all the seeds that were used to create it. It is more than likely that this attack will kill the victim should it be successful.
Rank IX - Suzaku's Divine Flame (-) - The user's "seeds" are infused with Suzaku's divine energies, empowering their effects by 50%. The user is also able to create "Suzaku's Seed" instead of their "Seed of Flame", which is drastically more powerful and may resurrect a dead fire or light Natrelmon once per 6 months.
Rank X - White Lotus of the Rising Sun (1) - The user calls on the purest of all flames, creating a powerful glyph on the floor (wherever they like within 100 feet, but not within 5 feet of an enemy). Whoever steps on this glyph has a seed of divine destruction sowed within them. After a single exchange (or 5 minutes), the Seed blossoms into a White Lotus that burns the victim's soul rather than their body. After 10 exchanges (or 24 hours) of burning the victim's soul, they immediately die. |
Geomancy, School of Earth
| Spoiler: | | | Attunement to the Earth (-) – Allows minor manipulation of earth outside of combat.
Earthen Sentinel (-) - The user emits a pulse with a 100 feet range every 5 seconds they stand still through the earth they are standing on. This strengthens the earth under their control (not the natural earth) by 20%. Every 30 seconds, the earth within 10 feet (natural earth) becomes 20% more powerful. For every 20% more powerful that the earth has become, it gains one 'compression charge'.
Tectonic Pulse (-) - The user may sense vibrations throughout the earth in order to sense those standing upon it. Has a 100 feet range.
Insulation (-) - Geomancers are immune to Electromancy while standing still.
Rank I – Earth Weapon (Rank + 1) – Creates a weapon such as a sword or spear out of the earth. This can then be launched as a projectile weapon or wielded in the hand. When thrown, it is augmented by magic, allowing even the smallest of people to use it as a weapon. It can also be thrown, as a spear, directly from the earth around the using mage.
Rank II – Earth Guard (Rank + 1) – Earth Guard creates a stone slab that rapidly shoots up from the earth within a few feet of the Natrelmon or trainer. The slab is much like a Feeble Wall, but more resilient to attacks. The slab is about 4 inches thick and 3 x 3 feet at its basic level. Upon reaching 3 compression charges, the earth used for Earth Guard becomes akin to a "Wall". Upon reaching 5 compression charges, the earth becomes like a Greater Wall.
Rank III – Rising Earth (1-4) – Rising Earth allows the user to create a platform of earth that has an AS of +++. The platform’s size depends on the skill of the practitioner and at a basic level can only create one platform of 3 x 3 feet (same scaling as Earth Guard). However, every 2 rank increases grants another use of Rising Earth. If you have more than one use of Rising Earth and are using the maximum number of platforms you can use, you cannot cast any other Earth school spells. The Rising Earth is connected to the earth by cord of energy that allows vibrations and pulses to pass through it.
Rank IV - Earthmend (-) - The pulses from Earthen Sentinel now repair the Earth that they affect by 10% each pulse.
Rank V - Dampening Wave (3) - The user sends a wave of dampening power through the earth around them, creating a 30 feet diameter field in which all attacks' strength is reduced by 50%. Lasts for as long as the user remains still + 3 exchanges.
Rank VI - Sentinel of the West (-) - When all earth within 10 feet has gained 5 compression charges, the user may transform themselves into the Sentinel of the West for 5 exchanges. During this time, they take no damage but cannot attack aside from using Geomancy spells. The user cannot move while they are the Sentinel of the West. Becoming the Sentinel of the West causes the earth to lose all compression charges. Rank VII - Tectonics (2) - The user slams their foot into the ground, causing several pulses of tectonic energy (with 50 feet range). At the user's whim, they may force the earth to jut out in any direction, or break rapidly. This is augmented by the number of compression charges the earth has. Earthmend is 4x more effective for 2 exchanges after using this ability.
Rank VIII - Command of the Sentinel (-) - The user, while the Sentinel of the West, does not expend uses of their earth moves. They may also raise a stone copy of themselves to fight while they remain still.
Rank IX - Visage of the Stoic (3) - The user's gaze is earthen while they stand still, able to petrify objects by gazing at them. Maintaining uninterrupted eye contact with an object for 20 seconds will coat them in stone, leaving them vulnerable to Earthen Sentinel. If they are not broken from this casing by the time they get 5 compression charges, they will die.
Rank X - Genbu's Chosen (-) - The user is permanently the Sentinel of the West, but their damage reduction is reduced to 50% permanently. |
Cryomancy, School of Frost
| Spoiler: | | | Frozen Soul (-) - The user has minor control of ice at all times, and can freeze limited moisture in the air to create frozen shards.
Chill of the North (-) - The user's ice is unable to be melted by fire that is of a lower rank (or equivalent 10 levels in Natrelmon) than the user is in Cryomancy.
Subzero (-) - The colder the victim of any Cryomancy or Ice-type attack gets, Ice spells or moves will inflict more damage. At 0 degrees celsius, if the Natrelmon/Trainer is not already dead, any ice move or Cryomancy spell will immediately kill them.
Rank I - Glaciate (Rank + 3 Uses) - The user fires a thin blue beam at the targeted location. Upon hitting the location, it spreads a circular patch of ice outwards, with [Current Rank] feet diameter.
Rank II - Frostgrip (-) - The user channels their existing ice, allowing it to creep up the legs/limbs/appendages of any Natrelmon or Trainer standing on it, freezing them in place temporarily. This effect stacks indefinitely, so if they stand still on the ice for some time they can be completely coated in ice. The ice spreads at a rate of one foot per 14 seconds. Each rank beyond two reduces this time by 2 seconds.
Rank III - Frostburn (-) - The user fires a bolt of blue 'flames' from any patch of ice they currently control. This 'flame' deals continuous but small frost damage to any Natrelmon it hits for the remainder of the battle. Hitting a patch of Frostburn with Glaciate will create a patch of [Rank x 2] feet ice around wherever it hit.
Rank IV - Sheer Surface (-) - The user channels this spell, causing all ice under their control to become unbearably slippery and very shiny, making it both extremely distracting and almost un-traversable.
Rank V - Path of Frost (-) - The user can freeze liquid beneath their feet to create ice, and have gained a more powerful control over ice they are standing near. Only [Rank x 2] square feet of ice may be made with Path of Frost at any one time.
Rank VI - Frigidity (-) - The user's ice is no longer bound to solid surfaces. Glaciate may freeze a patch of ice in the air, or over liquid, or in some cases even attacks. By expending an 2 uses of Glaciate, the user can raise a wall of sheer ice wherever they like. Rank VII - Icebound Reflection (5) - The user channels frozen power into their Sheer Surface as it is about to be hit by an attack. The reflective surface stops the attack, and reflects it back to its source regardless of where the source has moved to. It will not "guide" the attack towards the source should they move again.
Rank VIII - Seiryu's Fury (2) - The user consumes a patch of ice to create a massive, howling blizzard where it was. This Blizzard deals continuous, strong frost damage and slows the Natrelmon or Trainer inside's movement speed by 75%. Triggers Whiteout.
Rank IX - Ice Shear (-) - The user commands their ice to manifest from the patch as a wave of thousands of tiny needles. These can fire in any direction, be it up, down, left or right, and the needles are so small they cannot be seen by the human eye. An exceptionally deadly attack.
Rank X - Cryomantic Focus (3) - The user is a master of Cryomancy, able to command the forces of ice at their will. Their ice spells gain a 250% increase in power permanently, and they may use ice moves indefinitely, regardless of uses. Lasts for 2 exchanges. Cooldown of 3 exchanges. |
Restoration, School of Respite
| Spoiler: | | | Passive: Spiritual Connection – Allows the wielder of the restoration tree to sense the location of those they have healed around them. Telepathic communication can also be used within the first three days after being healed.
Passive: Divine Protection – Forbid is unable to affect Restoration spells.
Rank I – Blinding Light (3) – A bright light flashes from the user’s palm, blinding everyone in the area with the intensity of the light. The spell lasts for only two seconds and causes no physical harm or lasting damage to the eyes. As a secondary effect, this can be used in a non blinding fashion to provide a light in dark places.
Rank II – Word of Healing: Convalesce (3) – A channeled spell requiring physical contact. Convalesce will heal 10% of maximum health over the course of 30 seconds. It can also coagulate blood out of combat without any reduction in number of uses. In combat, the coagulation is a baseline effect of the Convalesce. Convalesce cannot heal fatal wounds if they will die before they reached maximum health.
Rank III – Divine Guardian (-) – Any restoration spell used on a maximum health Natrelmon creates a barrier around the Natrelmon. The barrier’s strength is equal to the amount ‘overhealed’. 10% - Feeble Wall. 30% - Wall. 60% - Greater Wall.
Rank IV – Word of Protection: Pain Suppression (2) – Completely vanquishes pain from the body of the caster’s and if desired, an additional target. This reduces all damage taken for the next 10 seconds by 20% and adds a Mend onto the target which will continue to heal until the target takes damage.
Rank V – Word of Protection: Shield (2) – Slightly different than the abjuration barrier spells in that Word of Protection: Shield creates a mobile shield of light around the target. Word of Protection’s strength scales to the users skill in Restoration.
Rank VI – Circle of Healing: Sanctuary (1) – Creates a light filled circle on the ground, healing all friendly parties for 10% of their maximum health every 10 seconds. Word of Healing: Sanctuary cannot create shields from Divine Guardian. Blood Magic is unable to penetrate the Circle of Healing: Sanctuary’s confines.
Rank VII – Word of Healing: Ameliorate (3) – Instantly heals a target for 50% of their maximum health. Ameliorate is capable of healing wounds that could possibly be fatal, but cannot reverse death.
Rank VIII – Word of Protection: Wall of Light (1) – Creates a wall of light on a chalk line that friendly parties are free to pass through. Wall of Light’s defensive power scales to the user’s experience in Restoration Magic.
Rank IX – Circle of Protection: Barrier (1) – A stationary, yet powerful channeled barrier. Word of Protection: Barrier’s size and power scales with the experience the user has in the restoration tree. Size determination of Word of Protection: Barrier can be done instantly providing the user has prepared a circle of chalk to provide the outline of the barrier, then placing themselves in the center. Else, the size will be dependent. Blood Magic is unable to penetrate the Word of Protection: Barrier’s confines. Providing the user does not stop channeling the spell, Word of Protection: Barrier will only be temporarily affected by Spellshatter and other like counterspells.
Rank X – Vessel of the Spirit (-) – Vessel of the Spirit is more of a state than a spell granting the user immortality from death by natural causes. The user’s skill with Restoration magic is at its peak, increasing all healing effects by an additional, additive 10%. In addition, resurrection can now be performed by the Vessel once every three months at cost of their immortality for the next three months. In addition, Convalesce can be used without contact, but requiring sight. |
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