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	<title>Ephimoria Wiki - User contributions [en]</title>
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	<updated>2026-05-11T13:52:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Fleshvine_Lillies&amp;diff=2584</id>
		<title>Fleshvine Lillies</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Fleshvine_Lillies&amp;diff=2584"/>
		<updated>2026-05-10T06:23:46Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Alchemical Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Accredited Discovery==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Lucien Dumond (Cat956), Vitae Semori (Sunpie), Avel Maddoc (SigmaScape). (23/10/3)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Plant Type==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Carnivorous Lily&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Rarity==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#FF9344;&amp;quot;&amp;gt;&lt;br /&gt;
Ultra-Rare&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div  style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The flower known as the Fleshvine Lily is very difficult to find, often being secluded in areas of dense flora or where sunlight will not reach them, preferring the cooler temperatures under the canopy of trees. This lily is known for it&#039;s deep shade of colors, often resembling nightshade berries in pallet, it&#039;s texture almost appearing like woven silk, thus being called a very beautiful death by some who have witnessed their properties up close. The Fleshvine Lily is quite small, only being an average of 5-6 inches across it&#039;s top, being no taller than a foot or so off the ground. &lt;br /&gt;
&lt;br /&gt;
Although these flowers seem to carry a gentle nature about them, they contain a naturally terrifying mechanism to ensure they go uneaten by predators and continue to grow themselves. These flowers are capable of releasing a sickeningly sweet spore like pollen into the air with enough sustenance that it will create an aura around them, causing almost immediate drowsiness and eventual collapse of any creatures nearby if stood in it&#039;s range for too long depending on their constitution. As long as those who fell asleep are still within range when they collapse, they will be unable to awaken on their own without assistance from an outside source, being stuck within a dreaming sleep until their eventual starvation, or dehydration occurs, causing the creatures death.&lt;br /&gt;
&lt;br /&gt;
After the corpse has passed, or presents no further danger to the lily, the second phase of its life cycle kicks in. Prickly red roots that double as vines wrap around the carcass or paralyzed being, piercing into the desiccated and weak skin barrier and inserting themselves into the flesh and muscle of its victim. From there, it drains the remaining energy and nutrients of its unfortunate victim much, causing it to decompose and be devoured until nothing but bones remain. Once this is complete, the red roots return under the ground to continue their natural lifecycle, until another unfortunate victim comes along and the cycle repeats..&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Location==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This species of lily is not found of sunlight, thus often hiding beneath tree or taller plants canopies within large forests or jungles, keeping to near the base of large oaks, or the like. Due to the properties this flower inhibits, it is very rare to encounter the plant, most often being marked by the littered aged or decaying corpses of poor creatures who wandered too close into its range.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Development==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The Fleshvine Lily grows from its seeds every few years, being a very slow reproducer due to the amount of food and sunlight it enjoys taking in. Due to this, the plant&#039;s life cycle is also quite slow, often sprouting into its full size over a series of 2-3 tsels and is only capable of producing its sleep-like effects at full maturity. It is almost harmless up close until it reaches that point, making the plant&#039;s growth stage key information to those who wish to find it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Material Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*The spores of this plant create an aura during times of health and prosperity for the lily which causes drowsiness to any animal species within a max of a 5 meter radius. This causes creatures to fall asleep, slower depending on their general constitution. (3 + 1 Turn per STR Rank). Filtration systems do not stop the effect, but merely double the amount of time it takes to occur.&lt;br /&gt;
*Once fully asleep by these spores, as long as the flower does not succumb to any form of sickness or health problems, the fauna within the range of its influence will stay asleep as long as they are not disturbed until the time of their eventual starvation, or dehydration. This can be prevented by simply moving them, or causing them pain, to which they will awaken and be able to move away.&lt;br /&gt;
*These flowers are very difficult to find due to their slow reproduction rate but can be clearly noted in the territory due to the old or decaying bones that will surround them if any type of fauna has wandered too close and perished. Most animals will stay clearly away from these flowers though, often making the vegetation around the area quite lush.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#5FA346;&amp;quot;&amp;gt;&lt;br /&gt;
==Alchemical Properties==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*If their spores can be properly avoided, the flower may be harvested for its spores and its flesh which both can be boiled down to create a strong sedative that will keep most animals and species asleep for a few hours dependent on the dose, and unable to feel pain.&lt;br /&gt;
*The flesh of the lily can be cooked and eaten in order to have pleasing dreams, or counter other effects that induce night terrors. If the flesh is not cooked before consumption, it can lead to heavy nightmares, often resulting in wakefulness during nights, and restlessness if overused. The flesh in both these states is often described as being quite sour, making it easily delectable for those consuming it if they prefer that flavor.&lt;br /&gt;
*The red flesh eating vines of the lily can be consumed raw via chewing, boiled or inhaled by vapors. By doing so, they become enervated, losing a rank of strength and speed, but becoming extremely resistant to psychedelic effects including supernatural. The Enervation lasts until the scenario ends, but the resistance lasts 10 turns or 30 minutes if out of combat, granting resistance to [[Damage Types#Emittance|feedback]] damage, and tripling the duration and amount needed for anything to put them to sleep or influence their thoughts. In short, it makes them incredibly stoned and mentally protected.&lt;br /&gt;
*If the stem is correctly harvested from this lily, it can be cooked and squeezed into a very potent drug that is unable to be airborne but will able to be mixed into water for any who drink it to become drowsy or collapse for a few hours (3 + 1 Turn per STR Rank). They will awaken with little realization of what happened other than that they fell asleep during this period if left undisturbed. It doubles as a great sleeping aid.&lt;br /&gt;
&lt;br /&gt;
[[Category:New World Flora]]&lt;br /&gt;
[[Category:New World Ultra-Rare]]&lt;br /&gt;
[[Category:New World Plant]]&lt;br /&gt;
{{GeographyBar}}&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Lycanthropy&amp;diff=2583</id>
		<title>Lycanthropy</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Lycanthropy&amp;diff=2583"/>
		<updated>2026-03-10T23:13:51Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Origin of Trait */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Low-Level Resriction]] clause, and must be acquired at the most basic level.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legends and whispers of lycanthropy have persisted since the earliest recorded ages of the Old Worlds, existing more frequently in folklore and oral tradition than in verifiable history. Accounts of the curse describe it as a profound affliction that seizes the very soul of the individual it inhabits, gradually corrupting their form and compelling them to prowl under the cover of night. Those touched by the curse are said to undergo a grotesque transformation, their bodies contorting into bestial shapes designed for predation, violence, and excess. The inhuman howls of such creatures are reported to echo across forests, mountains, and settlements, instilling terror in all who encounter or even hear them.&lt;br /&gt;
&lt;br /&gt;
The term ‘Lycanthropy’ refers specifically to the most commonly documented manifestation of the curse: the wolf-like form. However, historical texts and hearsay suggest that the affliction is not limited to wolves alone; a variety of beasts may emerge from those cursed, each tied to particular vices, natural instincts, or local mythologies. In some cultures, it is said that the bestial form mirrors the true nature of the soul it has infected. Upon transformation, many of these individuals reportedly lose the trappings of their human consciousness, surrendering to their corrupted forms. In this state, they are driven by gluttony, wrath, and other base and animalistic impulses, acting upon the darkened call of their beastly nature until the first light of dawn restores, or at least suppresses, their sapient faculties.&lt;br /&gt;
&lt;br /&gt;
==Origin of Trait==&lt;br /&gt;
&lt;br /&gt;
Though veiled in mystery, the origins of the trait tie back to the deity, Ombra. Devout of the faith, the original lycans, a tribe of moon worshipers in the wild proclaimed to know the words of their mother like no other. It was with this they turned on their own people, and began to slaughter their own followers in mass, neighboring groups who too paid homage to the Night Mother in their own ways. Ombra, seeing her tranquility broken, and her night used to promote savagery and despair amongst her followers put a stop to it so she could still indulge in her prayers. No longer would they be men at night, but rather savages, continuing their glutton for flesh and damned by the mother who once sheltered them. Over time, the first generation of these creatures died, and new ones were transferred. Ombra took them under her fold once more, but it was too late, and the curse would continue to spread, and its origins lost. &lt;br /&gt;
&lt;br /&gt;
==Acquisition==&lt;br /&gt;
&lt;br /&gt;
The curse is spread through blood contact between the recipient and the werebeast, specifically while they are in bestial form. This often happens by accident, and is how it was spread in the earliest days of the curse. Only a single drop of lycanthrope blood is required to transmit the curse. Once having acquired the curse, it will incubate within the body and soul for a period of [1 OOC Week], where the afflicted will experience night terrors and animalistic impulses until, at last, the lycan transforms. The curse cannot be cured through magical means, and though an alchemical cure is rumoured, it is unknown to most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seven Day Transformation&#039;&#039;&#039;&lt;br /&gt;
*Day One: The first day is the most subtle day, as the person only feels agitation along the wound site as well as a headache.&lt;br /&gt;
*Day Two: On the second day, the cursed person finds themself with an aching body, specifically around the wound site or wherever the blood was transferred with the lycanthrope and themselves. The wound site at this stage begins to throb with pain, albeit not unbearably so.&lt;br /&gt;
*Day Three: At this point, the person finds themselves hungering for meat and often turns away from fruits and vegetables. Upon eating anything other than meat, it upsets their stomach to the point that they throw up. The person begins to dream of attacking friends and family members, overcome in a haze of rage. The symptoms of Day Two persist as well.&lt;br /&gt;
*Day Four: The cursed person will become pale in the face with clammy skin and a weakened body, having a -1 malus to to their speed and strength ranks until the transformation period is over. Their voice will become hoarse with a canine-like growl to their breath. Day Two and Three symptoms persist.&lt;br /&gt;
*Day Five: The cursed person now finds that their hair is becoming thicker, hair starting to grow on their knuckles as well as over parts of their arms and legs. Hair makes itself prevalent inside their wound at this point. Day Two, Three, and Four symptoms persist. They experience the impulse to hunt and are generally agitated.&lt;br /&gt;
*Day Six: The wound site in particular will have quite a bit of fur or thick hair growing around it. Their ears become slightly pointed and their eyes become more canine-like, often reflecting back light. Their teeth become sharper along with their nails. At this stage, they also find themselves feeling healthier in the presence of the night sky and especially the moon itself. Whilst not in the presence of the night sky, the cursed person experiences severe stomach pain and severe pain at the wound site where they were cursed. They also experience Day Two, Three, Four and Five symptoms.&lt;br /&gt;
*Day Seven: The cursed person has symptoms of Day Two, Three, Four, Five and Six. In addition to this, they will undergo a painful transformation as soon as night hits. This is their first lycanthrope transformation and as such is violent and tends to rapidly spiral into a hungry rampage. After this transformation is complete, all symptoms of the transformation period leave the lycanthrope.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races that can contract Lycanthropy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Races|Humans]]&lt;br /&gt;
*[[Races|Elves]]&lt;br /&gt;
*[[Fey]]&lt;br /&gt;
*[[Orcs]]&lt;br /&gt;
*[[Goblins]]&lt;br /&gt;
*[[Skrayln]]&lt;br /&gt;
*[[Halflings]]&lt;br /&gt;
*[[Danakov]]&lt;br /&gt;
*[[Dwarves]]&lt;br /&gt;
*[[Dryads]]&lt;br /&gt;
*[[Satyr]]&lt;br /&gt;
*[[Half Elves]]&lt;br /&gt;
*[[Draxgar]]&lt;br /&gt;
*[[Half Orcs]]&lt;br /&gt;
*[[Leonin]]&lt;br /&gt;
&lt;br /&gt;
==Physical Changes==&lt;br /&gt;
&lt;br /&gt;
Lycanthropes exhibit only subtle physical differences during daylight hours. In their sapient form, changes may be scarcely perceptible. A slightly thicker growth of hair, sharper teeth, or eyes that shimmer with unusual intensity. These variations, however, are inconsistent and rarely sufficient to betray the presence of the curse. The individual continues to age normally and bears no extraordinary abilities in the daylight hours, blending entirely with ordinary people.&lt;br /&gt;
&lt;br /&gt;
However, at night or in the dark, the beast calls to them in the corners of their mind, drawing primal urges and bidding them to join the eternal hunt. It is this when they succumb to the curse, and take on the form of the beast. Their frame grows larger, often reaching up to 8ft tall, and clothes they once wore shed off and split if not carefully fashioned to handle the outbreak. Once in this state, they form large snouts and hunched backs, taking on the fur of the animal of their spirit. These animals are commonly wolves, bears, or other large monstrous four legged mammals. This appearance remains constant for the person upon their first change, and does not change afterwards. Scarring is transferred over from beast to normal form and vice versa, but nothing else is to be the same, rendering them scarcely recognisable to friends and loved ones. The beasts have gangly yet muscled appendages, being far stronger than that of a normal person. Their senses enhance, granting better sight in the dark, keener smell, and acute hearing to better embody the hunt.&lt;br /&gt;
&lt;br /&gt;
The transformation itself is excruciatingly painful. Bones snap and crack to expand into the form of the beast, skin stretches and fur grows as the pain sears through their body. The change itself is entirely magical, and holds no specific bodily changes inside the form of a normal person. Once in beast form, the organs of the creature are the same, and in similar locations, however moved and enhanced to be more feral in nature. The paw-like hands and feet of the form lose much of their dexterity, preventing the use of most weapons or tools. Their pupils become slitted and changed, their eyes robbed of any sapient recognition. Ears rest atop their head like that of an animal, and overall they resemble little to nothing of their human forms. Their skin is tougher than leather, often coated in a thick fur, and are resistant to piercing or slicing save with silver or holy weapons.&lt;br /&gt;
&lt;br /&gt;
The soul of the lycanthrope has an odd crackling segment; an almost tumorous lump which represents the soul of the animal which has manifested within it, and is theorized to represent a fusion between a sentient and animal soul. Once in the form of the lycan, the Animal Soul takes possession of the body, while the sapient form is maintained by that of the person. It is a constant struggle between the two forces for ownership and to change into either form. Because the animal soul ultimately has dominion over the lycan body, magic or aurum-based casting is made impossible in beast-form. Though a number of races can contract lycanthropy, racial traits do not translate to beast-form other than minor aesthetics, e.g. wings or immunities.&lt;br /&gt;
&lt;br /&gt;
==Mental Changes==&lt;br /&gt;
&lt;br /&gt;
While the most profound mental changes occur in beast-form, the sapient form is not exempt from altered thoughts. The most notable of which is an urge to eat raw meat when hungry. The favored choice is usually raw flesh, and even more than that, those who have had the pleasure of tasting such wish to fulfill their cannibalistic desires and consume those of their people. This of course can be suppressed by the person, and some even try to stray from eating meat all together to distance themselves from base desire; though such a desire never truly leaves them. The instinct to behave in such a way as to appease the animal spirit is constant, and can manifest in a variety of ways, often resulting in unstable and unsociable behaviours. These instincts become stronger the closer they come to changing, until the beast ultimately overwhelms the sentient spirit.&lt;br /&gt;
&lt;br /&gt;
In the form of the beast, they lose all their civil senses. Though they will remember all they do in this form, they are unable to truly control their actions. The form of the beast has two impulses above all else: hunting and survival. The beast will do nothing that specifically endangers itself without reason, and still seeks to take the logical route of hunting down their prey, usually being able to skirt and kite to grow near. These beings are able to switch between bipedal and quadrupedal, being bipedal when wishing to attack, but quadrupedal when seeking the speed of their appendages. Their only task while in this form is to kill, and they seek no pleasure elsewise. All connections and relationships, outside of that which is sometimes formed with fellow lycanthropes in a pack mentality, are foreign to the beast, and they would kill friends and loved ones if they offered a quick meal. They are not capable of communication without a high level of control, and even then, they are only able to express themselves in grunts and single, garbled words.&lt;br /&gt;
&lt;br /&gt;
==Control==&lt;br /&gt;
&lt;br /&gt;
In general, lycanthropes have very little control over their curse, and often turn at inopportune or stressful moments in the early stages of the curse. However, some element of control may be gained as the person adjusts to life as a lycanthrope. Control is never totally reliable, however, and the beast spirit is a consistent presence no matter how long the lycanthrope persists.&lt;br /&gt;
&lt;br /&gt;
Control refers to the degree to which a lycanthrope can avoid attacking their non-lycanthrope friends and allies while in beast form. At any time, a lycanthrope is either in control or feral. If a lycanthrope is in control, they are able to choose whether or not to attack each present target. A feral lycan gives over to their animal instinct and is forced to attack the most vulnerable nearby target (DM discretion, otherwise judged by the target with the lowest Strength) whether friend or foe. To determine their state, the player rolls a d20 at the beginning of each turn (Or at every emote, if the lycan is attempting to resist attacking in a non-combat scenario). They must succeed on a DC of 11, or the lycan becomes feral. A lycan must remain feral for at least 6 turns before they can attempt to roll for control again.&lt;br /&gt;
&lt;br /&gt;
After every 3 months of consistent RP levelled at attempts to control the curse, +2 is added to the d20 roll up to a maximum of +8.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*OOC player consent is required to transmit the curse. Lycanthropy is acquired by blood contact.&lt;br /&gt;
**Lycanthropy does not manifest before the age of sixteen if they were infected at a young age, upon the sixteenth birthday the lycanthropy trait will be active. However before said age is reached, the mental changes present in lycanthropy are also present in the child, being more active than they would otherwise. Lycanthropy can sometimes be passed from parent to child.&lt;br /&gt;
*Transformations may be initiated by choice. If this is done, the transformation lasts until the lycanthrope is once again exposed to sunlight, unless they are forced back by other means. A lycan MUST change at least once per OOC week. If a week has elapsed since their last transformation, the lycanthrope will be forced into a feral state the next evening until sunlight. They cannot roll to escape the feral state of a forced transformation.&lt;br /&gt;
**Transformations are excruciatingly painful, causing bones to break and skin to bend and fur to sprout. A transformation takes one turn to complete.&lt;br /&gt;
**Lycans will remain in their form until sunlight unless the cursed is knocked unconscious, killed, or turned back by alchemical means. Under any circumstance, they change out of their form in a single turn.&lt;br /&gt;
*Lycanthropes are weaker to holy damage and silver weapons, sustaining +5 to damage rolls against them. All injuries and scars transfer between forms. Against mundane damage types, lycans take half damage. Though vulnerabilities persist to their normal forms, they have no resistances unless in lycan form.&lt;br /&gt;
*Those in the form of the lycan have enhanced sight, smell, strength, and predatory senses. They are Strength Tier A+ and Speed Tier A.&lt;br /&gt;
*Creatures that mirror the lycan’s form, i.e. wolves for lupine lycans, bears for ursine lycans, etc, will not seek to harm them unless they are first harmed or threatened.&lt;br /&gt;
*Lycanthropes are unable to use abilities, aurum systems, or cast magic, even if they gain some control of their forms.&lt;br /&gt;
**Passives are not present whilst in the lycanthrope form in any way, as the volatile form rejects all other modifications made to it.&lt;br /&gt;
*Lycanthropes can form packs with other lycanthropes. In this case, pack lycanthropes will not attack one another in beast form.&lt;br /&gt;
&lt;br /&gt;
===Feral===&lt;br /&gt;
*Lycanthropes must roll a d20 immediately after transforming to determine whether they fall into a feral state. Their level of control determines their modifier, but they must succeed on a DC of 11 to avoid the feral state. A newly turned lycan is unable to avoid a feral state for the first few transformations, and must remain feral for the entire duration.&lt;br /&gt;
**After every 3 months of consistent RP levelled at attempts to control the curse, +2 is added to the d20 roll up to a maximum of +8.&lt;br /&gt;
*A feral lycan is unable to distinguish between friend and foe, and will attempt to attack targets it sees as prey. This is the most vulnerable nearby target (DM discretion, otherwise judged by the target with the lowest Strength).&lt;br /&gt;
*A lycan must remain feral for at least 6 turns before they can attempt to roll for control again.&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Claws&#039;&#039;&#039;: The lycan’s claws are tough as steel, and deal 3d4+Strength damage per hit. Successful strikes also inflict bleeding.&lt;br /&gt;
* &#039;&#039;&#039;Bite&#039;&#039;&#039;: A lycan’s jaw is strong and its teeth sharp. Once in its grip, it is difficult to break free. A bite deals 2d8+Strength damage per hit and renders the target grappled. In addition, if blood has been drawn from the lycan, a bite is the most common method of infection.&lt;br /&gt;
&lt;br /&gt;
=== Variants ===&lt;br /&gt;
There exist four lycanthropy variants, each with their own special abilities. Variants cannot change after infection, and are mostly but not always determined by the variant that infected them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lupine&#039;&#039;&#039; lycans, or “werewolves”, can produce a howl heard in a mile radius once per transformation. This howl will summon 2d3 mundane wolves to aid them in battle, as well as members of their pack.&lt;br /&gt;
* &#039;&#039;&#039;Ursine&#039;&#039;&#039; lycans, or “werebears”, have advantage on strength rolls and may, three times per transformation, choose to take advantage on hit rolls.&lt;br /&gt;
* &#039;&#039;&#039;Vulpine&#039;&#039;&#039; lycans, or “werefoxes”, have slightly more advanced senses of hearing and smell than the average lycan, and can sense magic similar to a passive “Arcane Eye” spell.&lt;br /&gt;
* &#039;&#039;&#039;Feline&#039;&#039;&#039; lycans, or “werecats”, always land on their feet and do not take damage from falling. Additionally, if they fall on top of a target from a height of at least 2m, they may deal 2d10+3.&lt;br /&gt;
&lt;br /&gt;
{{CurseBar}}&lt;br /&gt;
{{BottomBar}}&lt;br /&gt;
[[index.php?title=Category:Curse]]&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Arcane&amp;diff=2582</id>
		<title>Arcane</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Arcane&amp;diff=2582"/>
		<updated>2026-03-07T23:17:32Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Tier 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:#0adcf7;&amp;quot;&amp;gt;&lt;br /&gt;
Unless otherwise stated, Arcane spells deal Arcane damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
= Arcane, The Tree of Knowledge =&lt;br /&gt;
The Arcane discipline encompasses the use of mana in its purest form to create constructs and manipulate the weave directly. It also covers the manipulation of space and physical properties.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
Spell Name: Mage Light&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster manifests mana into the physical world in the form of light, creating a blue manifestation of light within an orb like structure. The caster may then hold this orb of light in their hand, or have it levitate around them and follow the magi. This allows them to see in dark places, however the orb doesn’t give off any form of heat.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Telekinesis&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster manipulates the gravity around an object and levitates it into the air, moving it at up to 3 meters per turn. The caster can only lift objects up to 25 pounds (roughly 11 kg). The caster may move the object any way they want.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Spatial Pocket&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster can store and retrieve a single item in a pocket dimension no larger than 1m x 1m x 1m. The item must be logged and updated in the caster&#039;s grimoire. The item cannot contain other, smaller items.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stored Item:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Eye&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: Magic and enchantments become visible to the caster. They are also able to detect the type of magic and discipline for any magic within sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Bolt&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 35m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster launches a small bolt of arcane energy that travels in a straight line towards a target. This follows normal projectile rules and the caster must roll a d20 to hit. Upon a successful hit, the bolt deals 1d10 arcane damage on impact.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
Spell Name: Arcane Tracer&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1-3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 35m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster launches a projectile of arcane energy that seeks out and hits a single target, dealing 3d4 arcane damage on impact. If cast at Tier 2, this spell deals 3d6 damage, and at Tier 3 deals 4d8 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Tool&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster summons a tool no bigger than their forearm to be used out of combat for a specific purpose.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Shielding&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster summons three spectral shields to the target&#039;s side. They surround the target and serve as protection against physical attacks. Each shield is capable of blocking a single attack before it is dispelled. When the shields block an attack, the target staggers- thus making it impossible for them to deflect and concentrate at the same time. This can also be used on one&#039;s self.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Counterspell&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1* (Scales to the tier of the countered spell)&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant/Reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 30m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster counters a target spell or rune after it has been cast or activated, immediately canceling any effects from the spell or rune. This spell can be used as a reaction. The tier of spell slot used is equal to the tier of the countered spell, but consumes a tier 1 at minimum.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster creates a one handed weapon made out of solid mana for the duration of this ability which appears exceedingly light to the caster. The caster may morph the weapon into a different form, including basic tools, but takes 1 turn to do so, though this does not count as an action. This weapon is the strength level of steel and behaves under martial combat rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Slingshot&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1-3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster bends space around their person and abruptly unleashes it, causing all within range to be pushed outside of the 5 meter radius. Targets within range take 2d4 damage. Allies and enemies cannot be distinguished. At Tier 2, targets take 2d6 damage and at Tier 3 targets take 3d8 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Summon Lesser Creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 1 OOC Day&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster summons a Passive Creature composed of mana to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. Only one creature can be summoned at a time from any spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Trade Places&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: Two targets within 10 meters of the caster have their locations swapped. The caster may be one of the targets. The caster may not swap a target into an immediately dangerous situation (e.g trap, spikes, lava).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Light as a Feather&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster may temporarily make as many targets as they like within a 5m radius lighter than they naturally are, thus making them fall at a slower rate of about three meters per turn when falling. This effect wears off when the targets reach the ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Disarm&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 20m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster manipulates an object that someone else is holding, attempting to pull it from their grasp. The target must roll a 1d20. A roll of 14 or higher means the target keeps hold of their object. A failing roll results in the object being thrown 5 meters away from the target in the direction of the caster’s choosing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
Spell Name: Ethereal Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster turns ethereal and is able to move through anything non-ethereal interacting at a rate of 6 meters per turn regardless of speed stats. While ethereal, the caster can only be seen with things such as arcane eye and cannot interact with anything physical or cast spells. The caster also cannot be harmed by anything physical unless it specifically interacts with ethereal beings. If the caster is not careful and rematerializes themselves inside of a material it will eject them with great force from the nearest open side, dealing 3d10 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Temporary Displacement&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 2 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster creates one portal beneath the target/self and a second portal on the ground somewhere within range. The target will fall through the portal the moment this spell is casted. They will then appear above the other portal on their next turn, fully upright, remaining there for this turn. The target is capable of dropping or grabbing anything they can in that timeframe, and can also pull things through the portal with them. The next turn they will fall through the portal again, returning to their original location unless stopped by outside forces, or unless the portal no longer exists. People cannot be portaled into direct danger, such as over spikes, lava, etc.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Summon Creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster summons a Threatening Creature composed of mana to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. Only one creature can be summoned at a time from any spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Missile&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2-3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 35m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster launches three bolts of arcane energy that seeks out and hits up to three targets, dealing 1d6 arcane damage on impact. The bolts all hit simultaneously and can be directed to hit one target or several. At Tier 3, 5 targets can be targeted with 1d8 damage for each target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Redirection&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: As a reaction, the caster creates two portals to redirect a ranged attack that would have hit them, one at the location of the attack and the other facing a new direction. Only the attack’s direction is affected. When redirected towards a new target, the caster must roll by projectile standards to hit, and the projectile maintains its damage and effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Portal&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True, 3 turns to cast&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster opens a 3x3 meter portal to any place they have physically been and seen. The portal opens within line of sight and may exit anywhere within the same plane as the caster. This portal is only able to be sustained for 5 turns. The destination is visible through the portal once cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Anchor&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster opens a 3x3 meter portal centered on the ground within radius. The portal cannot be entered entirely, but pulls targets standing atop the affected area down to their knees. Targets within the portal cannot move, concentrate, or cast, and have a disadvantage on all attacks. Every turn, affected targets roll a 1d20 and must exceed a roll of 14 to escape.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Dome of Mana&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 7m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster conjures a dome of mana centered on themselves with a radius of 7 meters. The dome cannot be moved once cast. Projectiles, attacks, spells and entities cannot pass through the dome even in ethereal form, and teleports or portals cannot be conjured with a destination within the dome.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
Spell Name: Unweaving&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True, 3 turns to cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: This spell can remove enchantments, magical curses, and ongoing magic present in objects, as well as lingering magic which is not currently being channeled. Enchantments which are too strong to be removed can be handled at staff discretion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mend Rift&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True, 3 turns to cast/DM discretion&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: This spell allows the caster to close a veil tear/rift. In order for this spell to work, the caster must be able to touch the tear/rift, putting them in direct danger. The veil tear/rift must also be operable and stable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Trailing Portal&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True, 3 turns to cast&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: If a teleport has been used, or a portal, veil tear has been opened within the last [24 OOC hours] within range, the caster will be able to open a portal leading to the same destination. If a portal cannot be opened due to any external factor, the caster learns the location of the destination.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Summon Greater Creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster summons a Dangerous Creature composed of mana to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. Only one creature can be summoned at a time from any spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Transmutation&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True, 3 turns to cast&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster is able to turn one material into another material of the same rarity that they have held or worked with before. Materials can only be converted when raw, and cannot be transmuted once they have already been made into a craft. Materials cannot be converted into something dissimilar from their base i.e. stone cannot be turned to wood, hide cannot be turned to metal, wood cannot be turned into hide, etc. Additionally, this spell has no effect on Legendary materials of any kind and cannot transmute anything into Origin materials.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Life&amp;diff=2581</id>
		<title>Life</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Life&amp;diff=2581"/>
		<updated>2026-03-07T05:27:08Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Tier 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:#9ee31e;&amp;quot;&amp;gt;&lt;br /&gt;
Healing spells in the Life Tree fall under the rules of [[Healing and Injuries|Magical Scarring]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
= Life, The Tree of Restoration =&lt;br /&gt;
The Life discipline encompasses healing and communion with living things, allowing a mage to close wounds, lift curses or speak with fauna.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
Spell Name: Floramancy&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster can freely manipulate plant life in the environment, moving and molding it into different shapes. They can prompt the growth of flowers or aesthetically manipulate plant life. This spell is not harmful, cannot be used for combat purposes, and is solely for manipulating and moving flora.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Woodworking&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to freely manipulate wood in range (i.e. shaping, sharpening, etc). This can only be done for wood that the caster has a proficiency to work with. Items can be created by this spell. Creating any kind of weapon or shield with this spell requires at least 2 turns. This spell can also be used to mend cracks, chips, or restore old woods.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Doctor’s Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to analyze the biological functions of a target to  see any injury, broken or dislocated bones (along with their location), and identify present diseases in the target. This spell is not able to identify curses or afflictions of the soul.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
Spell Name: Knock Down&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates roots that raise up from the ground and fling them 5 meters away. These roots smash into anything in range, knocking creatures down when hit. Creatures on mounts will fall over with the mount. The only injuries obtained by this spell are injuries that happen from the falls.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Thorn Whip&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a whip-like vine in their hand with large thorn-like spines at the end of the vine. The mage uses the whip as if it was a real one, but upon lashing a target, it will slice more harshly than the average whip. The whip itself is five meters long. When striking a target in metal armor, it will dent the armor. When striking a target in cloth armor such as a gambeson, it will rip the material and expose the area hit as unarmored for a second strike. When striking an unarmored target, the target will receive a deep laceration wound. The target takes 3d4 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Compression&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster compresses the target’s lungs and forces out anything within them, including liquids, heavy gases, or even objects. This is uncomfortable for the target and results in heavy coughing and sore lungs.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Stop Bleeding&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster places their hand near a wound and stops the bleeding. This also works on internal bleeding, curing the target of the effects. This spell can also be used to stabilize a target at 0 HP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Minor Healing&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on a target within range or themselves and channels an aura of Life magic, restoring 5 HP to the target’s health. This does not reverse status effects or wounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Treat Minor Wound&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to treat one minor wound (bruising, scrapes, scratches and minor burns) of any target within range, leaving no scarring or lasting damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Buff&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster can choose to either increase the target&#039;s speed or strength by a single tier temporarily. This spell does not stack, and it cannot buff both strength and speed simultaneously. This effect cannot be passively applied.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Restore Blood&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster restores all of the target&#039;s missing blood, completely replenishing the lost blood as if it had never been lost. This prevents the target from bleeding to death, stabilizing their condition. However, the spell does not seal the wound itself, and the target may still bleed if the wound is not addressed separately. However, restored blood has no sustenance for vallah, and tastes extremely bitter.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Slowing Spores&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 2 Turns (Spores remain); 3 Turns (Effect)&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters, 5x3 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster releases noxious spores into the area in a 5-meter radius around the caster or sprays the spores in a 5x3 meter direction. The spores will remain in the area for 2 turns after casting. Anyone who breathes in these spores will have their movement speed cut in half for 3 turns, rounding down.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Calm Creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster calms all non-sentient creatures in a 10-meter radius for the duration of this spell. This spell will only work against creatures of the dangerous tier or below.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
Spell Name: Oaken Shield&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Reaction, 15 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a shield made out of thick roots and branches that shoots up to block an attack as a reaction. It can be no larger than a kite shield and blocks three attacks before crumbling. The shield cannot be moved, and thus only provides protection as long as the caster remains still for the duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Animalspeak&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster can understand and verbally communicate with animals for the duration of this spell. The creatures may or may not elect to respond. The knowledge and awareness of many creatures is limited by their intelligence, but at minimum, beasts can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. The caster might be able to persuade a beast to perform a small favor, at the DM&#039;s discretion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[Use of this spell requires a DM to roleplay the creature(s)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Ensnare&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster summons a barrage of vines to entangle a target of the mage’s choosing. These vines bind the feet of the target, restraining their movement and rendering them rooted for the duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Jolt of Energy&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster sends a jolt of energy through a target’s heart to resume its beating shortly after it stopped. If a target has fallen below -10 HP within 3 turns of casting, or has otherwise been killed, this spell will keep the target alive and restore them to 1 HP, though incapacitated, unless their injuries are deemed too severe by a DM. A target that is not incapacitated will take 3d6 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Antitoxin&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 1 Stressful Scenario&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
This spell provides the target temporary immunity to toxins such as diseases, poisons, venoms, etc. It does not grant immunity to the Miasma or curses, or cure the effects of a disease, poison or venom that has already taken root.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Cure Toxin&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster cures a poison or venom from the body of their target. Very strong or potent poisons/venoms may require a second cast to fully eliminate the toxin from the body. When curing a person of poison/venoms, the toxin may optionally be extracted in the form of a solid or a liquid. This provides 1 single sample per person healed. Miasma is not covered under this spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Healing&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on a target within range or themselves and channels an aura of Life magic, restoring 12 HP to the target’s health. This does not reverse status effects or wounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Treat Major Wound&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to treat one major wound (lacerations, broken bones or concussion) of any target within range, leaving no scarring or lasting damage. This also reverses status effects caused by the wound.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Sedate&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster selects up to three targets and causes them to fall into a magically induced coma that leaves them unable to wake up or feel pain for the duration of the spell. If the target is unwilling and above 20 HP, the spell has no effect. If the target is at or below 20 HP, they may roll a 1d20 to attempt to remain awake against the effects of the sedative. A roll of 14 or higher will avoid the effects. If a sleeping target is harmed, the sedative will immediately wear off. The only exception to this is consensual surgery/medical procedures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
Spell Name: Cure Disease&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster eradicates a disease afflicting the target. This does not work on Genetic Deformities or Mental Illnesses, only on infectious diseases caused by bacteria, viruses, fungi, etc. This spell does cure magical diseases. This spell does NOT cure Corrosion Sickness. When curing a person of a disease, the disease may optionally be extracted in the form of a solid or a liquid. This provides one single sample per person healed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Circle of Restoration&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 4 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters, 5x5x5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a 5x5x5 area of healing that passively regenerates wounds at a rate of one tier reduced per turn, healing progressively worse wounds from the last. At most, the field can only heal up to moderate wounds. The regeneration rate per person depends on how long they have been within the circle. For example, a person who has been within the circle for three turns will be healed of moderate wounds, while a person who has only been within the circle for two turns will only be healed of mild wounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Greater Healing&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on a target within range or themselves and channels an aura of Life magic, restoring 25 HP to the target’s health. This does not reverse status effects or wounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Treat Critical Wound&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to treat one critical wound (lost limb, nerve shock, etc.) of any target within range, leaving no physical scarring or lasting damage. This also reverses status effects caused by the wound.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Resurrect&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster targets a body which has been deceased for a period of up to two weeks. Over the duration of the spell, the body will heal any critical wounds and reconstitute itself until the soul is able to return to the body. Once alive again, a period of 1 OOC week is required for the target to fully return to their senses, allowing their mind to clear and their soul to properly meld with the body. During this period, the target may experience clouding of consciousness and reduced motor functions. They are unable to meaningfully participate in combat for this period.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Lift Curse&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster targets a curse bound to a consenting soul and attempts to lift it. Curses such as vallahism and lycanthropy can be reversed using this spell. More severe curses may require a ritual spell or some other task to reverse in conjunction with this spell, at a DM’s discretion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Polymorph&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster uses this spell to transform their body into a different player race, size, gender, or other physical traits of their choosing. While polymorphed, the caster gains the full racial benefits of the new form. After a period of 1 OOC week, the transformation cannot be unwoven, making it generally undetectable by most means. This spell can only be cast once every 4 OOC weeks regardless of the target. Monsters and event races are barred by this spell, as well as physical attributes unusual to a race.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2575</id>
		<title>Combat System</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Combat_System&amp;diff=2575"/>
		<updated>2026-01-23T00:27:02Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Reaction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Overview===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Ephimoria uses a strict RPG and roll-based approach to combat following a 20-sided die (d20). The three main elements that dictate everything are health points (&#039;&#039;&#039;HP&#039;&#039;&#039;), special points (&#039;&#039;&#039;SP&#039;&#039;&#039;), and movement distance (&#039;&#039;&#039;MVT&#039;&#039;&#039;). Your race, type of special ability, special events, and any artifacts or relics will all affect your character and their resource maximums.&lt;br /&gt;
&lt;br /&gt;
Damage is based on the damage type &#039;&#039;(e.g. fire, frost)&#039;&#039; and will have an optional damage dice attached to it - you may choose to either use the average damage or roll. If you choose to roll you must take the rolled result. The standard hit DC in Ephimoria is DC10. In order to land a hit in most circumstances, players must meet or exceed a 12 on a d20. On a &#039;natural&#039; 20, a character does not roll and instead delivers their maximum damage to the target, ignoring armor and resistance. In RP, you are considered to have struck a weak point such as an armor joint or soft spot.&lt;br /&gt;
&lt;br /&gt;
If a character&#039;s &#039;&#039;&#039;HP&#039;&#039;&#039; hits 0, they are knocked unconscious. &#039;&#039;&#039;SP&#039;&#039;&#039; represents your individual resource pool for magical abilities. Certain creatures, races, and other things have natural resistances, immunities and/or vulnerabilities. To find these, they have to be researched and field tested to learn the truth. &lt;br /&gt;
&lt;br /&gt;
For DM&#039;s looking for a place to start, much of how the system works exists in our [[DM&#039;s Guide &amp;amp; Regulations for Dummies|DM&#039;s Guide &amp;amp; Regulations for Dummies]].&lt;br /&gt;
&lt;br /&gt;
Outside of combat, the combat system is passive and serves no purpose.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Game Modes===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
In events, the game mode is determined by the DM, and can comes in one of two different flavors.  Ephimoira&#039;s combat system is not written with PVP as its primary focus as it is primarily a PVE server. When possible and feasible, it is discouraged to initiate rolled combat.&lt;br /&gt;
&lt;br /&gt;
====Story Mode==== &lt;br /&gt;
In a story mode event, the combat system is used as a backup, and a more honor based way of combat takes precedent; combat is fast paced and fluid to keep the story moving. Dice rolls and mechanics are limited, giving players more agency over their emotes as well as any damage their character takes. However, players should be encouraged to still suffer wounds when appropriate and act fairly in regards to their ability to dodge or resist damage. If a disagreement arises or if the situation calls for it, story mode combat ends. Story mode events are prevalent where combat isn&#039;t expected, isn&#039;t high-intensity or is only for narrative purposes.&lt;br /&gt;
&lt;br /&gt;
====Standard Mode==== &lt;br /&gt;
In standard mode, the combat system takes center-stage and all rules are enforced. In this mode, almost everything comes down to dice rolls and numbers. Though the mechanics of the system take precedence, very creative emotes and replies can lead to special bonuses given by the DM, much like in story mode. You are encouraged to still emote your attacks and act in a manner that is both sensible and believable, however damage and wounds are dictated by clearly defined rules. These events generally have more combat or higher intensity where strategy, decision making and cooperation is key to survival. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Turn Order &amp;amp; Actions===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
====Turn Order====&lt;br /&gt;
Combat scenarios have an established turn order. In PVP, turn order is agreed upon by participating parties, otherwise turn order is determined by the DM. &#039;&#039;(Turn order may be established in any number of ways that is agreed upon by all parties, but unless something changes, such as combat ending, it generally will not change once it is established.)&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====Actions====&lt;br /&gt;
Each turn you may take up to one of each of the following action types in any order.&lt;br /&gt;
&lt;br /&gt;
===== Primary Action =====&lt;br /&gt;
A flexible action you may use to perform an &#039;&#039;&#039;attack&#039;&#039;&#039;, magical or mundane. You may only take one attack action per turn. Alternatively, you may also use this action to perform an additional secondary action or movement action (see below). When two allied characters are standing on opposite sides of an enemy their hit DC has a -2 modifier. &lt;br /&gt;
&lt;br /&gt;
*Disengage: Move away from a hostile target without taking an opportunity attack.&lt;br /&gt;
&lt;br /&gt;
*Defend: A character may spend their primary action to bolster their defence. The next attack directed at that character has a DC +3 modifier. Subsequent attacks reduce the DC modifier by 1 each time until racial base. (+3, +2, +1, 0)&lt;br /&gt;
&lt;br /&gt;
=====Secondary Action=====&lt;br /&gt;
A lesser action that covers interactions with the world around you. &#039;&#039;(e.g. opening doors, removing an item from your inventory, pulling a lever (Wrong lever!), consuming a consumable).&#039;&#039; You may forgo a secondary action to move half your &#039;&#039;&#039;MVT&#039;&#039;&#039;. &lt;br /&gt;
*Removing an item from inventory and consuming an item each require their own secondary action, however, this does allow you to continue fighting while prepping a consumable. To do both in one turn would require the use of your primary action.&lt;br /&gt;
*Attacking with an off hand weapon after using your primary action to attack uses a secondary action, but does not get any of your normal bonuses you inherently possesses.&lt;br /&gt;
&lt;br /&gt;
=====Movement Action=====&lt;br /&gt;
A movement action allows you to move the number of blocks determined by your race’s &#039;&#039;&#039;MVT&#039;&#039;&#039;. You may spend both your primary and secondary action for additional movement. If all actions are spent on movement you are considered to be sprinting.&lt;br /&gt;
*Getting up from being prone takes half your movement.&lt;br /&gt;
&lt;br /&gt;
=====Reaction=====&lt;br /&gt;
Some abilities utilise a reaction. A reaction is an action taken in response to a predetermined trigger. Reactions may only trigger once per round, and may not be used in response to another reaction.&lt;br /&gt;
&lt;br /&gt;
*Opportunity attack: When a character (or monster) moves out of one block range of a hostile,  the hostile may use their reaction to make a standard attack action.&lt;br /&gt;
&lt;br /&gt;
*Cover: A character may use their reaction to dive for cover in response to a ranged attack. If there is no cover within 3 blocks, the character simply dives to the ground. Diving for cover grants a DC modifier of +2 however, the covering player loses their primary action the following turn.&lt;br /&gt;
&lt;br /&gt;
====Special Actions====&lt;br /&gt;
Less common actions that fall outside of those defined above.&lt;br /&gt;
&lt;br /&gt;
=====Hold Action=====&lt;br /&gt;
Instead of taking a primary action, you may instead hold your action. A &#039;hold action&#039; allows you to prepare to take an action outside of your turn. You must specify in advance what the action you are preparing is and what trigger you are waiting for. &#039;&#039;(For example, holding an attack action to ambush an unsuspecting enemy when they emerge from a door.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Movement====&lt;br /&gt;
Moving follows the movement rules on how far a creature can go during their turn. This may scale depending on the movement scale the DM sets prior to the event, but otherwise default to medium. The range is between &#039;&#039;&#039;Small&#039;&#039;&#039;, &#039;&#039;&#039;Medium&#039;&#039;&#039; and &#039;&#039;&#039;Large&#039;&#039;&#039; scale movement, listed on the &#039;&#039;&#039;Strength &amp;amp; Speed&#039;&#039;&#039; ranks sheet. There may be unique modifiers added to dungeons that change speeds even with the scale, but are unique and event-dependent.&lt;br /&gt;
&lt;br /&gt;
*In the case of swimming, which is listed under [[Swimming Rules]], you can only choose to commit to one of the three options barring special exception.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Health Points &amp;amp; Damage===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Health points (&#039;&#039;&#039;HP&#039;&#039;&#039;) are the health bars of creatures of Ephimoria. They represent the remaining &amp;quot;fight&amp;quot; left in them, and is effectively their constitution.&lt;br /&gt;
&lt;br /&gt;
====Health Points====&lt;br /&gt;
When a creature hits 0 &#039;&#039;&#039;HP&#039;&#039;&#039;, it becomes incapacitated. Should a character take a further 10 points of damage taking them to -10 &#039;&#039;&#039;HP&#039;&#039;&#039; that character is killed and must be revived. Characters left on 0 &#039;&#039;&#039;HP&#039;&#039;&#039; or less after combat must receive immediate medical assistance to stabilise else they bleed out and die. Any character with sufficient medical knowledge can stabilise an incapacitated character returning them to 1 &#039;&#039;&#039;HP&#039;&#039;&#039;, however they are still considered incapacitated until proper medical treatment is received.&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1hFplMiOaJfY-PIJHhRiacPAW7Kn0sZNROadnEhxcQh4/edit?usp=sharing Base Stat Sheet]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wounds====&lt;br /&gt;
Wounds are dictated by the amount of damage sustained &#039;&#039;(after any deductions or mitigation)&#039;&#039; rounded down to the nearest whole number. In this fantasy world, injuries &#039;&#039;and even death&#039;&#039; are rarely permanent. With work, time, and good friends, a character is likely to fully recover from any injury. Try to accept these outcomes and see them as a challenge your character must face. It’s okay to feel sad or disappointed but it’s not the end! Every hero faces setbacks they must overcome.&lt;br /&gt;
&lt;br /&gt;
In some circumstances (such as DM-led events) you may request to skip rolling on the critical wound table and instead take an incapacitation. Characters incapacitated in this manner are considered out-of-action and may not return to the event.&lt;br /&gt;
&lt;br /&gt;
Wounds are determined by the amount of damage a character sustains in a single attack.&lt;br /&gt;
=====Minor Wound=====&lt;br /&gt;
An attack that delivers damage below 20% of a character&#039;s total &#039;&#039;&#039;HP&#039;&#039;&#039; is considered a minor wound. These wounds are negligible, equivalent to bruising, scrapes, scratches and minor burns.&lt;br /&gt;
&lt;br /&gt;
=====Major Wound=====&lt;br /&gt;
When a character receives damage equal to, or greater than 20% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are serious, equivalent to lacerations, broken bones or concussion. A character with a major wound takes -2 to all rolls until healed with the exception of dealing damage. Major wound debuffs will stack.&lt;br /&gt;
&lt;br /&gt;
=====Critical Wound=====&lt;br /&gt;
A critical wound is a life-threatening injury sustained when a character takes damage greater than 33% of their total &#039;&#039;&#039;HP&#039;&#039;&#039; in one attack. These wounds are deadly and will lead to incapacitation and death if not treated urgently. To determine the critical wound, a DM may ask you to roll on the critical wound table.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible wikitable&amp;quot;&lt;br /&gt;
|+ Critical Wound Table&lt;br /&gt;
|-&lt;br /&gt;
! 1d10 !! Result !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Lost Eye || -4 to ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Lost Foot || Halved movement speed&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Lost Hand || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Lost Leg || Requires a check to not fall prone at the start of every turn.&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Lost Arm || Cannot use two-handed or off-hand weaponry&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Internal Bleeding || 1d4 damage, +1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 7 || Punctured Lung || -2 to melee attacks, -1 every turn until treated&lt;br /&gt;
|-&lt;br /&gt;
| 8 || Nerve Shock || Unable to take actions for 1 turn, +1 each time repeated.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || Concussion || Cannot concentrate&lt;br /&gt;
|-&lt;br /&gt;
| 10 || Lost Extremity || No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=====Death=====&lt;br /&gt;
Any creature that takes more than 10 damage after being incapacitated is killed and requires revival.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Points===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Special Points (&#039;&#039;&#039;SP&#039;&#039;&#039;) are effectively resource pools and determine how much abilities cost, how much is taken away when you cast or do something, and what happens, if anything, when you run out. This resource is uniquely numbered and exclusive depending on the trait you study &#039;&#039;(and adhere to)&#039;&#039; but will always be called &amp;quot;&#039;&#039;&#039;SP&#039;&#039;&#039;&amp;quot; on the character card.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Rolling &amp;amp; Rule of Cool===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Rolling is often used by many tabletop games and in Ephimoria it&#039;s not so different. When a roll is called for, it is most commonly a d20 (or 1d20), give or take the modifiers you posses for that specific action. If a different diceroll is required, it will be asked for on the item, page or otherwise and be explicitly mentioned. Dicerolls range from the common d20, to d12&#039;s, d10&#039;s, d8&#039;s, d6&#039;s, d4&#039;s and d2&#039;s, but any other form or variation may be mentioned or required on the specific pages. The most common actions &#039;&#039;(during combat)&#039;&#039; will usually require a d20, such as making an attack, jumping from ledge to ledge, or anything as far-fetched as trying to do a crazy maneuver that otherwise might not work without a roll! &lt;br /&gt;
&lt;br /&gt;
You will generally know when you have to roll and when you don&#039;t, as the item or rule will tell you to, or the DM will instruct you to do so. The rule of cool follows this prospect. If a creature wishes to do something that, while normally pretty insane, might just work, the DM is allowed (or can decline) to utilize the so called &amp;quot;Rule of Cool&amp;quot; by allowing you in some shape or form &#039;&#039;(usually a roll)&#039;&#039; to have a chance to achieve your objective, no matter what it might be. This optional rule is only used in PVE.&lt;br /&gt;
&lt;br /&gt;
====Advantage/Disadvantage====&lt;br /&gt;
When a character has the upperhand over an opponent, they are granted advantage. The player with advantage may make an additional roll and choose the highest result. When a character has been disabled or is struggling deeply and finding it more difficult to act, they are granted disadvantage. The player with disadvantage makes an additional roll and chooses the lower result.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantage may be granted in the following situations:&lt;br /&gt;
*Melee attacking an opponent who is prone.&lt;br /&gt;
*Attacking an opponent who is immobilised&lt;br /&gt;
*DM discretion &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disadvantage may be granted in the following situations:&lt;br /&gt;
*Ranged attack against a character in high cover&lt;br /&gt;
*Ranged attack against a character who is prone&lt;br /&gt;
*DM discretion&lt;br /&gt;
&lt;br /&gt;
Critical Hit:&lt;br /&gt;
On a critical hit (natural 20) a character doubles their damage roll. A DM may override or change this rule at their discretion.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Resistances, Immunities &amp;amp; Vulnerabilities===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Some creatures posses natural abilities to resist or be immune to certain types of damage. They can also be vulnerable to such damage types as well, which means that specialization and preparation for many situations is important. A creature who is resistant to a certain type of damage will receive &#039;&#039;&#039;half damage&#039;&#039;&#039; when that type hits it, rounded down to the nearest whole number. When it is immune, it will take no damage at all. When vulnerable, a creature will take &#039;&#039;&#039;double damage&#039;&#039;&#039; from that specific type rounded up to the nearest whole number.&lt;br /&gt;
&lt;br /&gt;
Many materials and armor posses traits similar to this, and allow, with enough information beforehand, to make what could be a tougher fight far more feasible. Any resistance, immunity or vulnerability will be listed on the material page or item itself if it possesses one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Damage Types &amp;amp; Mitigation]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
===Status Effects===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: left&amp;quot;&amp;gt;&lt;br /&gt;
Status Effects are the variety of effects that can occur as extra to certain types of damage or abilities when they succeed or are set off properly. Stemming from the positive enhancements to the negative crippling effects, to the exhaustion and dread systems, status effects have a large part to play in more advanced and complex fights.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px&amp;quot;&amp;gt;&lt;br /&gt;
[[Status Effects]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Arcane&amp;diff=2574</id>
		<title>Arcane</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Arcane&amp;diff=2574"/>
		<updated>2026-01-23T00:21:14Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Cantrips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:#0adcf7;&amp;quot;&amp;gt;&lt;br /&gt;
Unless otherwise stated, Arcane spells deal Arcane damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
= Arcane, The Tree of Knowledge =&lt;br /&gt;
The Arcane discipline encompasses the use of mana in its purest form to create constructs and manipulate the weave directly. It also covers the manipulation of space and physical properties.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
Spell Name: Mage Light&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster manifests mana into the physical world in the form of light, creating a blue manifestation of light within an orb like structure. The caster may then hold this orb of light in their hand, or have it levitate around them and follow the magi. This allows them to see in dark places, however the orb doesn’t give off any form of heat.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Telekinesis&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster manipulates the gravity around an object and levitates it into the air, moving it at up to 3 meters per turn. The caster can only lift objects up to 25 pounds (roughly 11 kg). The caster may move the object any way they want.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Spatial Pocket&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster can store and retrieve a single item in a pocket dimension no larger than 1m x 1m x 1m. The item must be logged and updated in the caster&#039;s grimoire. The item cannot contain other, smaller items.&amp;lt;br /&amp;gt;&lt;br /&gt;
Stored Item:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Eye&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: Magic and enchantments become visible to the caster. They are also able to detect the type of magic and discipline for any magic within sight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Bolt&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 35m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster launches a small bolt of arcane energy that travels in a straight line towards a target. This follows normal projectile rules and the caster must roll a d20 to hit. Upon a successful hit, the bolt deals 1d10 arcane damage on impact.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
Spell Name: Arcane Tracer&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1-3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 35m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster launches a projectile of arcane energy that seeks out and hits a single target, dealing 3d4 arcane damage on impact. If cast at Tier 2, this spell deals 3d6 damage, and at Tier 3 deals 4d8 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Tool&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster summons a tool no bigger than their forearm to be used out of combat for a specific purpose.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Shielding&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster summons three spectral shields to the target&#039;s side. They surround the target and serve as protection against physical attacks. Each shield is capable of blocking a single attack before it is dispelled. When the shields block an attack, the target staggers- thus making it impossible for them to deflect and concentrate at the same time. This can also be used on one&#039;s self.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Counterspell&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1* (Scales to the tier of the countered spell)&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant/Reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 30m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster counters a target spell or rune after it has been cast or activated, immediately canceling any effects from the spell or rune. This spell can be used as a reaction. The tier of spell slot used is equal to the tier of the countered spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster creates a one handed weapon made out of solid mana for the duration of this ability which appears exceedingly light to the caster. The caster may morph the weapon into a different form, including basic tools, but takes 1 turn to do so, though this does not count as an action. This weapon is the strength level of steel and behaves under martial combat rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Slingshot&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1-3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster bends space around their person and abruptly unleashes it, causing all within range to be pushed outside of the 5 meter radius. Targets within range take 2d4 damage. Allies and enemies cannot be distinguished. At Tier 2, targets take 2d6 damage and at Tier 3 targets take 3d8 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Summon Lesser Creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 1 OOC Day&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster summons a Passive Creature composed of mana to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. Only one creature can be summoned at a time from any spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Trade Places&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: Two targets within 10 meters of the caster have their locations swapped. The caster may be one of the targets. The caster may not swap a target into an immediately dangerous situation (e.g trap, spikes, lava).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Light as a Feather&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster may temporarily make as many targets as they like within a 5m radius lighter than they naturally are, thus making them fall at a slower rate of about three meters per turn when falling. This effect wears off when the targets reach the ground.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Disarm&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 20m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster manipulates an object that someone else is holding, attempting to pull it from their grasp. The target must roll a 1d20. A roll of 14 or higher means the target keeps hold of their object. A failing roll results in the object being thrown 5 meters away from the target in the direction of the caster’s choosing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
Spell Name: Ethereal Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster turns ethereal and is able to move through anything non-ethereal interacting at a rate of 6 meters per turn regardless of speed stats. While ethereal, the caster can only be seen with things such as arcane eye and cannot interact with anything physical or cast spells. The caster also cannot be harmed by anything physical unless it specifically interacts with ethereal beings. If the caster is not careful and rematerializes themselves inside of a material it will eject them with great force from the nearest open side, dealing 3d10 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Temporary Displacement&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 2 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster creates one portal beneath the target/self and a second portal on the ground somewhere within range. The target will fall through the portal the moment this spell is casted. They will then appear above the other portal on their next turn, fully upright, remaining there for this turn. The target is capable of dropping or grabbing anything they can in that timeframe, and can also pull things through the portal with them. The next turn they will fall through the portal again, returning to their original location unless stopped by outside forces, or unless the portal no longer exists. People cannot be portaled into direct danger, such as over spikes, lava, etc.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Summon Creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster summons a Threatening Creature composed of mana to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. Only one creature can be summoned at a time from any spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Arcane Missile&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2-3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 35m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster launches three bolts of arcane energy that seeks out and hits up to three targets, dealing 1d6 arcane damage on impact. The bolts all hit simultaneously and can be directed to hit one target or several. At Tier 3, 5 targets can be targeted with 1d8 damage for each target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Redirection&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Reaction&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: As a reaction, the caster creates two portals to redirect a ranged attack that would have hit them, one at the location of the attack and the other facing a new direction. Only the attack’s direction is affected. When redirected towards a new target, the caster must roll by projectile standards to hit, and the projectile maintains its damage and effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Portal&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True, 3 turns to cast&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster opens a 3x3 meter portal to any place they have physically been and seen. The portal opens within line of sight and may exit anywhere within the same plane as the caster. This portal is only able to be sustained for 5 turns. The destination is visible through the portal once cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Anchor&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster opens a 3x3 meter portal centered on the ground within radius. The portal cannot be entered entirely, but pulls targets standing atop the affected area down to their knees. Targets within the portal cannot move, concentrate, or cast, and have a disadvantage on all attacks. Every turn, affected targets roll a 1d20 and must exceed a roll of 14 to escape.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Dome of Mana&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 7m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster conjures a dome of mana centered on themselves with a radius of 7 meters. The dome cannot be moved once cast. Projectiles, attacks, spells and entities cannot pass through the dome even in ethereal form, and teleports or portals cannot be conjured with a destination within the dome.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
Spell Name: Unweaving&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True, 3 turns to cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: This spell can remove enchantments, magical curses, and ongoing magic present in objects, as well as lingering magic which is not currently being channeled. Enchantments which are too strong to be removed can be handled at staff discretion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mend Rift&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True, 3 turns to cast/DM discretion&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: This spell allows the caster to close a veil tear/rift. In order for this spell to work, the caster must be able to touch the tear/rift, putting them in direct danger. The veil tear/rift must also be operable and stable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Trailing Portal&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True, 3 turns to cast&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: If a teleport has been used, or a portal, veil tear has been opened within the last [24 OOC hours] within range, the caster will be able to open a portal leading to the same destination. If a portal cannot be opened due to any external factor, the caster learns the location of the destination.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Summon Greater Creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster summons a Dangerous Creature composed of mana to obey their commands. It may listen to basic commands such as “attack” or “stay.” It disappears upon the end of the spell duration. Only one creature can be summoned at a time from any spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Transmutation&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Arcane&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True, 3 turns to cast&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster is able to turn one material into another material of the same rarity that they have held or worked with before. Materials can only be converted when raw, and cannot be transmuted once they have already been made into a craft. Materials cannot be converted into something dissimilar from their base i.e. stone cannot be turned to wood, hide cannot be turned to metal, wood cannot be turned into hide, etc. Additionally, this spell has no effect on Legendary materials of any kind and cannot transmute anything into Origin materials.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Illusion&amp;diff=2573</id>
		<title>Illusion</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Illusion&amp;diff=2573"/>
		<updated>2026-01-23T00:05:48Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Tier 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:#9747ff;&amp;quot;&amp;gt;&lt;br /&gt;
Unless otherwise stated, Illusion spells deal Feedback damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
= Illusion, The Psionic Tree =&lt;br /&gt;
The Illusion discipline encompasses the affairs of the mind and dreams through visual and auditory illusions, and aspects of the mind directly for memory and emotional manipulation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
Spell Name: Telepathic Message&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Line of Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a telepathic link between themselves and a target, allowing them to send a mental message to that target. The caster cannot hear messages back unless the target also knows this spell. If the target is unwilling to hear any more, they may easily block out the message.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Minor Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates an image up to 1x1x1m or a sound that cannot exceed the volume of their speaking voice. The images are slightly ethereal, making the nature of the illusion fairly obvious. This spell can be used for the purpose of demonstration, aesthetics, or art.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
Spell Name: Change Colour&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster changes the color of something. This spell can be used on objects, creatures, or anything the caster can touch. This only works on objects/areas in a 3x3x3 meter volume or smaller.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Imitate Voice&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster imitates the voice of another that they’ve heard. It can imitate any accent or level of speech; however, the caster cannot understand or speak foreign languages this way.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Auditory Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a false sound heard in a 15-meter radius. It sounds akin to anything the caster may desire; for example, a roar of a lion may echo across the landscape, or the crashing sound of rocks colliding with the ground may be heard.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Project Memory&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on one of their own memories, projecting it as an illusion for others to see. Optionally, they may withdraw specific memories as a silvery liquid that may be poured into water to project the memory at any time. The liquid is recoverable afterwards. If the memory is fabricated or altered in any way, the deceit is detectable by other mages with this spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Lie Detector&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster establishes a link between their mind and the mind of a target with consent, enabling them to detect whether the target is lying, being misleading, or telling the truth. The caster will instantly know the truthfulness of the statements made by the target. Additionally, the caster can choose to manifest a harmless glowing orb above the target, visually indicating their truthfulness: Red for lying, Yellow for being misleading, Green for telling the truth.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Telepathy&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Until Dispelled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a telepathic link between two willing targets, allowing them to communicate mentally with one another. This connection remains active as long as both targets remain within range of each other. If either target moves beyond this range, the telepathic connection is severed prematurely. The spell will fail if either of the targets is unwilling to participate in the connection.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Dream Messenger&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster or a willing participant enters a dream to act as a messenger. While in the trance they are incapacitated with no speed. The target of the message must be in the same realm of existence. The messenger appears in the target&#039;s dream and may communicate with them so long as the target remains asleep. The messenger can shape the imagery and environment of the dream. The messenger can leave the dream/spell at any time. The target must be asleep for this spell to work. This may not be casted while the messenger or target are in combat.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Comprehend Language&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster gains an understanding of spoken languages by accessing the surface of the speaker’s mind. They cannot respond verbally, nor can they understand written language using this spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Headache&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster targets a sentient creature and overwhelms their senses, causing a painful headache and nosebleeds and dealing 2d4 Feedback damage. Additionally, the target’s concentration is broken.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Sense Emotion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: Laying their hand over the bare skin of a sentient being, the caster is able to sense their emotions as if it was their own for the duration of the spell. This does not allow them to read their mind or detect the cause of such emotions, only to sense the general disposition of the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
Spell Name: Transparency&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 8 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self/Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster can imbue themselves or a target they’re touching and alter their form and equipment to be completely transparent, effectively invisible. While this spell is active, those affected still make sound. Beginning to cast or otherwise interacting with people or objects will cause this spell to end instantly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Distort Speech&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster chooses a target within their range, distorting their words to become unintelligible for the duration. How the speech forms is up to the caster. They may even use this spell to change what they were saying entirely, crafting their own sentences with the target’s voice. The target will hear the false speech and be aware that it is not what they were trying to say.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mask Sound&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters Around Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster mutes all sound around themselves, causing no vibrations to enter or escape the barrier. This “mute bubble” moves with the caster and will contain all sound within.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Earsplitter&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 1 Turn&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 5 Meter Radius Around the Caster&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster releases a loud shockwave of piercing sound that will stun everyone within range for a turn as well as break the concentration of all concentration-based casters. Targets in range take 2d4 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Silence&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on a single target within range and silences their ability to create any sort of sound for the duration of the spell. This includes things such as using their vocal cords to create any sound or stomping their foot or hand to make noise. This also prevents speech-based casting.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Tap the Surface&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Line of Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to read the thoughts of a target within range, hearing the current surface-level thoughts that the target is experiencing. After a single thought is heard, the target is vaguely aware that someone is listening but is unable to tell who. This enables the caster to hear messages passed through Telepathy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mental Protection&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Reaction, 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a protective barrier around themselves or a target within range, preventing their mind from being altered or influenced. This spell blocks any form of psionic, emotional, or mind manipulation abilities. The barrier is effective for the duration of the spell, safeguarding the target from mental intrusion or alterations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
Spell Name: Probe&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channelled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster delves into the memories of a target, shifting through their recollections. The caster can either search for specific memories or remove/alter up to 1 full OOC day’s worth of memories without OOC consent.&amp;lt;br /&amp;gt;&lt;br /&gt;
With OOC consent, the caster may alter or remove more than 24 OOC hours of memories, up to a total of 2 OOC weeks. When memories are removed, they manifest as a silvery liquid.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, the caster may project the target’s memories as an illusion visible to others or choose to view them privately.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Avatar&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Until dispelled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, &amp;gt;50 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster conjures an avatar of themselves, indistinguishable from their actual form to the naked eye. If the caster is within 50m of the avatar, the avatar will begin to flicker and fade, unable to make any actions. While the avatar is active, it may physically interact with objects, cast spells at Cantrip level, Tier 1 and 2 with 2 spell slots in each, and participate in combat with half of the HP of the caster, rounding down. Spell slots consumed by the avatar are also consumed by the caster, and the avatar may not cast if the caster’s spell slots are already diminished. If the avatar reaches 0 HP, it will discorporate and vanish. The caster is able to view the world through the avatar’s eyes and control the avatar’s movements from afar, allowing it to speak and behave as they would, though will not suffer any damage dealt to the avatar. Corrosion stacks inflicted upon the avatar are transferred to the caster. After the avatar discorporates, the caster cannot conjure magic for 5 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Pacify&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 8 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster floods passive and calming emotions into the target’s mind, overwhelming them with a sense of peace and passivity. The target will become calm and passive for the duration of the spell, losing motivation to continue aggressive actions. While this spell cannot stop someone mid-battle, it may reduce their will to fight. The spell is effective unless the situation is extremely intense, in which case it may have diminished effect. If the target is attacked, the spell ends immediately. Otherwise, the passiveness persists for the entire duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Command&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster dictates a single-word command to a target within range, compelling the target to follow the command to the best of their ability. The target’s interpretation of the word is influenced by context; for instance, if the caster orders a target to &amp;quot;speak&amp;quot; in the middle of an interrogation, the target may say something relevant to the situation but not exactly what the caster intended. The target is compelled to follow the command before they can act freely again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The target must roll a 1d20 and achieve a result of 14 or higher to resist the command. If the target fails the roll, they must obey the directive given by the caster. This spell cannot compel the target to commit suicide or inflict harm upon themselves in any form.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Disguise&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 OOC Days&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a powerful illusion around themselves or another person/creature, making it appear as though their physical appearance has changed. The illusion molds around the body and appears entirely real and tangible, but it does not alter the actual physical mechanics of the individual. The illusion can be shaped to mimic another person or any form the caster chooses, but if the caster wishes to mimic another person, they must have detailed knowledge of that person’s appearance. This is best achieved by having the target within sight in order to perfectly replicate their appearance.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The spell cannot alter the size/weight of the individual or change the sound of their voice. While the illusion can be crafted to look very convincing, it does not change the physical properties of the person or their soul, meaning they will retain their original physical abilities. This spell may only be cast once every 2 OOC weeks.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Illusion&amp;diff=2572</id>
		<title>Illusion</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Illusion&amp;diff=2572"/>
		<updated>2026-01-23T00:02:04Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Tier 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:#9747ff;&amp;quot;&amp;gt;&lt;br /&gt;
Unless otherwise stated, Illusion spells deal Feedback damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
= Illusion, The Psionic Tree =&lt;br /&gt;
The Illusion discipline encompasses the affairs of the mind and dreams through visual and auditory illusions, and aspects of the mind directly for memory and emotional manipulation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
Spell Name: Telepathic Message&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Line of Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a telepathic link between themselves and a target, allowing them to send a mental message to that target. The caster cannot hear messages back unless the target also knows this spell. If the target is unwilling to hear any more, they may easily block out the message.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Minor Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates an image up to 1x1x1m or a sound that cannot exceed the volume of their speaking voice. The images are slightly ethereal, making the nature of the illusion fairly obvious. This spell can be used for the purpose of demonstration, aesthetics, or art.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
Spell Name: Change Colour&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster changes the color of something. This spell can be used on objects, creatures, or anything the caster can touch. This only works on objects/areas in a 3x3x3 meter volume or smaller.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Imitate Voice&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster imitates the voice of another that they’ve heard. It can imitate any accent or level of speech; however, the caster cannot understand or speak foreign languages this way.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Auditory Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a false sound heard in a 15-meter radius. It sounds akin to anything the caster may desire; for example, a roar of a lion may echo across the landscape, or the crashing sound of rocks colliding with the ground may be heard.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Project Memory&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on one of their own memories, projecting it as an illusion for others to see. Optionally, they may withdraw specific memories as a silvery liquid that may be poured into water to project the memory at any time. The liquid is recoverable afterwards. If the memory is fabricated or altered in any way, the deceit is detectable by other mages with this spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Lie Detector&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster establishes a link between their mind and the mind of a target with consent, enabling them to detect whether the target is lying, being misleading, or telling the truth. The caster will instantly know the truthfulness of the statements made by the target. Additionally, the caster can choose to manifest a harmless glowing orb above the target, visually indicating their truthfulness: Red for lying, Yellow for being misleading, Green for telling the truth.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Telepathy&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Until Dispelled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a telepathic link between two willing targets, allowing them to communicate mentally with one another. This connection remains active as long as both targets remain within range of each other. If either target moves beyond this range, the telepathic connection is severed prematurely. The spell will fail if either of the targets is unwilling to participate in the connection.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Dream Messenger&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster or a willing participant enters a dream to act as a messenger. While in the trance they are incapacitated with no speed. The target of the message must be in the same realm of existence. The messenger appears in the target&#039;s dream and may communicate with them so long as the target remains asleep. The messenger can shape the imagery and environment of the dream. The messenger can leave the dream/spell at any time. The target must be asleep for this spell to work. This may not be casted while the messenger or target are in combat.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Comprehend Language&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster gains an understanding of spoken languages by accessing the surface of the speaker’s mind. They cannot respond verbally, nor can they understand written language using this spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Headache&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster targets a sentient creature and overwhelms their senses, causing a painful headache and nosebleeds and dealing 2d4 Feedback damage. Additionally, the target’s concentration is broken.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Sense Emotion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: Laying their hand over the bare skin of a sentient being, the caster is able to sense their emotions as if it was their own for the duration of the spell. This does not allow them to read their mind or detect the cause of such emotions, only to sense the general disposition of the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
Spell Name: Transparency&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 8 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self/Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster can imbue themselves or a target they’re touching and alter their form and equipment to be completely transparent, effectively invisible. While this spell is active, those affected still make sound. Beginning to cast or otherwise interacting with people or objects will cause this spell to end instantly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Distort Speech&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster chooses a target within their range, distorting their words to become unintelligible for the duration. How the speech forms is up to the caster. They may even use this spell to change what they were saying entirely, crafting their own sentences with the target’s voice. The target will hear the false speech and be aware that it is not what they were trying to say.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mask Sound&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters Around Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster mutes all sound around themselves, causing no vibrations to enter or escape the barrier. This “mute bubble” moves with the caster and will contain all sound within.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Earsplitter&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 1 Turn&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 5 Meter Radius Around the Caster&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster releases a loud shockwave of piercing sound that will stun everyone within range for a turn as well as break the concentration of all concentration-based casters. Targets in range take 2d4 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Silence&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on a single target within range and silences their ability to create any sort of sound for the duration of the spell. This includes things such as using their vocal cords to create any sound or stomping their foot or hand to make noise. This also prevents speech-based casting.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Tap the Surface&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Line of Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to read the thoughts of a target within range, hearing the current surface-level thoughts that the target is experiencing. After a single thought is heard, the target is vaguely aware that someone is listening but is unable to tell who. This enables the caster to hear messages passed through Telepathy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mental Protection&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Reaction, 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a protective barrier around themselves or a target within range, preventing their mind from being altered or influenced. This spell blocks any form of psionic, emotional, or mind manipulation abilities. The barrier is effective for the duration of the spell, safeguarding the target from mental intrusion or alterations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
Spell Name: Probe&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channelled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster delves into the memories of a target, shifting through their recollections. The caster can either search for specific memories or remove/alter up to 1 full OOC day’s worth of memories without OOC consent.&amp;lt;br /&amp;gt;&lt;br /&gt;
With OOC consent, the caster may alter or remove more than 24 OOC hours of memories, up to a total of 2 OOC weeks. When memories are removed, they manifest as a silvery liquid.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, the caster may project the target’s memories as an illusion visible to others or choose to view them privately.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Avatar&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 20 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, &amp;gt;50 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster conjures an avatar of themselves, indistinguishable from their actual form to the naked eye. If the caster is within 50m of the avatar, the avatar will begin to flicker and fade, unable to make any actions. While the avatar is active, it may physically interact with objects, cast spells at Cantrip level, Tier 1 and 2 with 2 spell slots in each, and participate in combat with half of the HP of the caster, rounding down. Spell slots consumed by the avatar are also consumed by the caster, and the avatar may not cast if the caster’s spell slots are already diminished. If the avatar reaches 0 HP, it will discorporate and vanish. The caster is able to view the world through the avatar’s eyes and control the avatar’s movements from afar, allowing it to speak and behave as they would, though will not suffer any damage dealt to the avatar. Corrosion stacks inflicted upon the avatar are transferred to the caster.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Pacify&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 8 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster floods passive and calming emotions into the target’s mind, overwhelming them with a sense of peace and passivity. The target will become calm and passive for the duration of the spell, losing motivation to continue aggressive actions. While this spell cannot stop someone mid-battle, it may reduce their will to fight. The spell is effective unless the situation is extremely intense, in which case it may have diminished effect. If the target is attacked, the spell ends immediately. Otherwise, the passiveness persists for the entire duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Command&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster dictates a single-word command to a target within range, compelling the target to follow the command to the best of their ability. The target’s interpretation of the word is influenced by context; for instance, if the caster orders a target to &amp;quot;speak&amp;quot; in the middle of an interrogation, the target may say something relevant to the situation but not exactly what the caster intended. The target is compelled to follow the command before they can act freely again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The target must roll a 1d20 and achieve a result of 14 or higher to resist the command. If the target fails the roll, they must obey the directive given by the caster. This spell cannot compel the target to commit suicide or inflict harm upon themselves in any form.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Disguise&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 OOC Days&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a powerful illusion around themselves or another person/creature, making it appear as though their physical appearance has changed. The illusion molds around the body and appears entirely real and tangible, but it does not alter the actual physical mechanics of the individual. The illusion can be shaped to mimic another person or any form the caster chooses, but if the caster wishes to mimic another person, they must have detailed knowledge of that person’s appearance. This is best achieved by having the target within sight in order to perfectly replicate their appearance.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The spell cannot alter the size/weight of the individual or change the sound of their voice. While the illusion can be crafted to look very convincing, it does not change the physical properties of the person or their soul, meaning they will retain their original physical abilities. This spell may only be cast once every 2 OOC weeks.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Eldritch&amp;diff=2571</id>
		<title>Eldritch</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Eldritch&amp;diff=2571"/>
		<updated>2026-01-22T23:50:25Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Tier 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:#b80b0b;&amp;quot;&amp;gt;&lt;br /&gt;
[Unless otherwise stated, Eldritch spells deal Curse damage.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
= Eldritch, The Tree of Reaping =&lt;br /&gt;
The Eldritch discipline encompasses the manipulation of shadows, dark arts and necromancy. Through Eldritch magic, a mage may deal in curses, contracts or create and bind the undead.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
Spell Name: Eldritch Bolt&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster gathers shadow within their hand and launches it as a projectile capable of unhorsing someone, knocking someone from their feet, or otherwise displacing someone. This follows normal projectile rules and the caster must roll a d20 to hit. Upon a successful hit, the bolt deals 1d8 impact damage and forces the target back 3m, though not at a high enough force to cause further damage if colliding with an object.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mage Tendril&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: A spectral floating tendril, dark in its imagery and energy appears in an area in range of the caster&#039;s choosing, ready to do their bidding. The tendril lasts for the duration of the spell or until the caster dismisses it. The tendril will disappear if moved out of range. Using an action, the caster may control the tendril to manipulate an object, so on and so forth. The tendril may not attack, activate another magic item, or carry anything considered more than 10lbs in weight.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Shadow Trick&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration:  Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster may make manipulations to shadows for the purpose of aesthetic. Such as shadow puppets, chasing a shadow, and minor illusionary tricks. They cannot however use this to obscure light or vision in an area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
Spell Name: Darken&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters, 3 Meter Radius&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
Choosing a 3x3m area within range, the caster may sap the light from the area, creating a radius of darkness. Targets within this area must attack with disadvantage, though also receive all melee and ranged attacks at a disadvantage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Drain Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster attempts to consume a target’s life force through touch. When laying a hand on a target, the caster deals 1d4 Profane damage. Whatever damage they deal is added to their own HP. This spell does not work on Lost or Undead targets.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Lesser Necromantic Thrall&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster touches the corpse of a non-sentient creature up to Dangerous danger rating. Their body and soul is enthralled to the service of the caster, and may be commanded as a combat pet for the duration of the spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Death’s Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster sends a small bolt of energy towards a target that saps 1d4 of their HP. This HP loss cannot be healed by magical means for at least 1 OOC day, though this cannot prevent resurrection or force permanent death.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Kneel&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster manipulates the body of a target in range to force them to kneel for the duration of this ability. While kneeling, this spell functions like a root, restricting the target&#039;s ability to stand but allowing full range of upper body movement.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Necrotic Grasp&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster conjures a dark hand that stretches out and seizes upon a limb of target, seemingly sapping away at their vitality. It deals 3d4 Curse damage, though instead of a wound, the affected area will appear visibly older and wrinkled, irrespective of their race. This effect remains for up to 3 OOC days before healing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Limited Possession&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster allows a consenting soul to temporarily possess their body for the duration. During the casting, the caster&#039;s eyes gloss over with a milky film, leaving them vulnerable to their surroundings as they relinquish control of their body to the soul. The soul will then speak through the caster&#039;s body, and their voice will be the voice of the possessing soul.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
While possessed, the caster is unable to act or respond, and the body is controlled by the spirit, who may communicate and interact through the caster&#039;s form. The possessing soul must be roleplayed by the caster (or DM if the soul is not a player character). The soul temporarily inhabiting the caster&#039;s body retains their personality and can engage in conversations or actions as per their own will during the duration of the possession.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Banish Undead&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on an undead creature with a soul, using their power to rip the soul from the body. The process is felt intensely by the undead target for the duration. The target must remain within range for the entirety of the spell’s duration in order for the soul to be successfully removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the duration is up, the soul is forcibly separated from the undead. For Greater Undead, the spell must be cast at Tier 3, or at the DM’s discretion. The body of the undead remains intact, and the creature can potentially be re-animated at a later time.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Player character undead may resist the effect by rolling a 1d20, with a roll of 15 or higher required to survive the process.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Reaper’s Lantern&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters, 3 Meter Radius&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
A ghostly green light is centered on a point, giving targets within the radius an uneasy feeling of dread. While inside, targets are unable to recover HP or heal from status effects. If a healing spell is attempted on a target affected by the spell, it will instead deal damage according to the tier of the healing spell: Tier 1: 3d4, Tier 2: 3d6, Tier 3: 3d8. Area of effect healing spells do not deal damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Death Throes&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster targets a creature with 5 HP or less and uses their weakness to channel a fatal blow. The target must succeed on 1d20 roll with DC 18 or is immediately reduced to 0 HP and is incapacitated.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
Spell Name: Shadowstep&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster disperses in a cloak of shadows before manifesting in nearby darkness fifteen meters away. The darkness must be large enough to contain a standing person, though the person does not need to be entirely obscured by it.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Shadow Meld&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 3 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster melds themselves with nearby shadows, traveling through the shadows for the duration of this spell and remaining undetected by the naked eye. While in this state, the caster cannot attack, cast, or interact with physical objects. If there are no more shadows to walk through, the caster will be ejected. If light or a sunstone is used to dispel the shadows while this spell is active, the caster will be ejected. If the shadow is attached to something that moves, the caster will travel with the movement, remaining in the shadow until the duration is over or the shadow is removed via light.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Underworld Armor&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster circulates shadows around themselves, creating pitch-black plate armor that acts like steel. This armor does not serve to protect against any magical or other attacks besides the mundane, just like regular armor would. However, this armor does allow the caster to continue using spells while it is active.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Eldritch Defender&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster summons forth a conglomeration of shadow in the form of their choosing to act as a temporary combat pet. This protector may take whatever form the caster desires, but it cannot exceed the size of an average Orc and cannot be made to mimic creatures above threatening tier. This creation can only have the mechanics of something that the caster has seen before, but may aesthetically take any form. This creation follows the Combat Pet rules.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Out of Limbs&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:  Eldritch tendrils emerge from the ground around the target who is within range. The tendrils will aim to wrap themselves around the legs and arms of the chosen target, tightening and constricting the target into place. The tendrils may also aim to block the target from screaming for help by wrapping itself around their mouth and throat. If the target on their action succeeds on a 1d20 saving throw they may break free (DC 12).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Necromantic Thrall&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster touches the corpse of a creature up to Threatening danger rating, or of a mundane humanoid. Their body and soul is enthralled to the service of the caster, and may be commanded as a combat pet for the duration of the spell. If a sentient soul is enthralled, it is not aware of who it once was, and is not capable of using any magic or abilities it may have had in life. Corpses of players may not be enthralled.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Catch Soul&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent, Until Dispelled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 3 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: Medium&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster uses this spell to capture and house a soul in a container of their choosing, provided the soul is within range. The soul is trapped inside the container and can remain there for as long as the caster desires, but the container behaves according to prison rules if the soul belongs to a player, preventing the soul from being held indefinitely without OOC consent.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the soul is freed from the container, the spell is no longer in effect, and the caster will need to recast the spell to capture a different soul.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: False Vitality&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on themselves or a target they may touch and imbues them with 3d4 temporary HP that remains for the duration of the spell. If the target is attacked for this duration, their false HP is lost before their actual HP. This effect cannot stack on a single target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
Spell Name: Shadow Clone&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster raises up their shadow to act as a clone of themself. The shadow is the same shape, size, strength, and speed as the caster. Until the target or the caster is attacked, the difference between the two cannot be determined by the naked eye. The shadow clone is able to mirror the caster’s actions, from lifting to physical attacking, though is only capable of casting cantrip and Tier 1 level spells. Rituals cannot be cast with the aid of a clone. This spell follows the Combat Pet rules, as the shadow clone functions as a combat pet. After taking three strikes, the clone will dissipate.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Puppet Master&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster grips the blood and body of another person, allowing them to manipulate the target temporarily. The caster can force the target to perform simple actions such as sitting, walking jerkily, or swinging a weapon inaccurately, but they are unable to make the target perform complex tasks such as casting spells. The target may still move their limbs with great difficulty. Additionally, the caster cannot use this spell to make the target harm themselves.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Decay&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
This spell allows the caster to fully decay a corpse into compost. The process is complete and irreversible, ensuring that the body is entirely destroyed and cannot be used for any form of necromancy, revival, or resurrection. The decayed remains are left as organic matter, unable to be reanimated or repurposed in any way. The only exception is by divine intervention at a DM’s discretion. This does not destroy the soul.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Bound by Will&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent Unless Dispelled/Destroyed&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a document that outlines the terms of an agreement between them and another individual, such as a treaty or contract. These terms can range widely in nature, from obligations of servitude and loyalty to specific tasks and obedience, but cannot include terms that force the target to harm themselves. The target must be fully informed of all the terms and conditions of the contract before agreeing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Once the target signs the document, they are bound to the agreement under the magical influence of this spell. The only way to break the agreement is to either destroy the document itself or have the magic within the document dispelled. The agreement becomes binding and unbreakable unless one of these conditions is met.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Greater Necromantic Thrall&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster touches the corpse of a creature up to Monstrous danger rating, or of a sentient being. Their body and soul is enthralled to the service of the caster, and may be commanded as a combat pet for the duration of the spell. If a sentient soul is enthralled, it is not aware of who it once was, though its abilities are at the disposal of the caster (At DM discretion).&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Necromantic Binding Ritual&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Eldritch&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 4&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent, Until Dispelled.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: True, 3 Casters Required&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The casters recite a ritual around the corpse of a creature up to Monstrous danger rating, or of a sentient being. Their body and soul is enthralled to the service of the ritual leader, and may be commanded however the caster sees fit. If a sentient soul is enthralled, it is vaguely aware of who it once was, but feels eternal servitude to the ritual leader and feels compelled to follow all commands. The target retains abilities it had in life. The spell ends if the target falls below 0 HP, or if the spell is dispelled by the ritual leader, or otherwise unwoven.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Life&amp;diff=2528</id>
		<title>Life</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Life&amp;diff=2528"/>
		<updated>2025-11-09T07:19:48Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Tier 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:#9ee31e;&amp;quot;&amp;gt;&lt;br /&gt;
Healing spells in the Life Tree fall under the rules of [[Healing and Injuries|Magical Scarring]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
= Life, The Tree of Restoration =&lt;br /&gt;
The Life discipline encompasses healing and communion with living things, allowing a mage to close wounds, lift curses or speak with fauna.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
Spell Name: Floramancy&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster can freely manipulate plant life in the environment, moving and molding it into different shapes. They can prompt the growth of flowers or aesthetically manipulate plant life. This spell is not harmful, cannot be used for combat purposes, and is solely for manipulating and moving flora.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Woodworking&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to freely manipulate wood in range (i.e. shaping, sharpening, etc). This can only be done for wood that the caster has a proficiency to work with. Items can be created by this spell. Creating any kind of weapon or shield with this spell requires at least 2 turns. This spell can also be used to mend cracks, chips, or restore old woods.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Doctor’s Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to analyze the biological functions of a target to  see any injury, broken or dislocated bones (along with their location), and identify present diseases in the target. This spell is not able to identify curses or afflictions of the soul.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
Spell Name: Knock Down&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates roots that raise up from the ground and fling them 5 meters away. These roots smash into anything in range, knocking creatures down when hit. Creatures on mounts will fall over with the mount. The only injuries obtained by this spell are injuries that happen from the falls.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Thorn Whip&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a whip-like vine in their hand with large thorn-like spines at the end of the vine. The mage uses the whip as if it was a real one, but upon lashing a target, it will slice more harshly than the average whip. The whip itself is five meters long. When striking a target in metal armor, it will dent the armor. When striking a target in cloth armor such as a gambeson, it will rip the material and expose the area hit as unarmored for a second strike. When striking an unarmored target, the target will receive a deep laceration wound. The target takes 3d4 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Compression&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster compresses the target’s lungs and forces out anything within them, including liquids, heavy gases, or even objects. This is uncomfortable for the target and results in heavy coughing and sore lungs.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Stop Bleeding&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster places their hand near a wound and stops the bleeding. This also works on internal bleeding, curing the target of the effects. This spell can also be used to stabilize a target at 0 HP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Minor Healing&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on a target within range or themselves and channels an aura of Life magic, restoring 5 HP to the target’s health. This does not reverse status effects or wounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Treat Minor Wound&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to treat one minor wound (bruising, scrapes, scratches and minor burns) of any target within range, leaving no scarring or lasting damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Buff&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster can choose to either increase the target&#039;s speed or strength by a single tier temporarily. This spell does not stack, and it cannot buff both strength and speed simultaneously. This effect cannot be passively applied.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Restore Blood&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster restores all of the target&#039;s missing blood, completely replenishing the lost blood as if it had never been lost. This prevents the target from bleeding to death, stabilizing their condition. However, the spell does not seal the wound itself, and the target may still bleed if the wound is not addressed separately. However, restored blood has no sustenance for vallah, and tastes extremely bitter.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Slowing Spores&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 2 Turns (Spores remain); 3 Turns (Effect)&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters, 5x3 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster releases noxious spores into the area in a 5-meter radius around the caster or sprays the spores in a 5x3 meter direction. The spores will remain in the area for 2 turns after casting. Anyone who breathes in these spores will have their movement speed cut in half for 3 turns, rounding down.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Calm Creature&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster calms all non-sentient creatures in a 10-meter radius for the duration of this spell. This spell will only work against creatures of the dangerous tier or below.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
Spell Name: Oaken Shield&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Reaction, 15 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a shield made out of thick roots and branches that shoots up to block an attack as a reaction. It can be no larger than a kite shield and blocks three attacks before crumbling. The shield cannot be moved, and thus only provides protection as long as the caster remains still for the duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Animalspeak&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 15 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster can understand and verbally communicate with animals for the duration of this spell. The creatures may or may not elect to respond. The knowledge and awareness of many creatures is limited by their intelligence, but at minimum, beasts can give information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. The caster might be able to persuade a beast to perform a small favor, at the DM&#039;s discretion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[Use of this spell requires a DM to roleplay the creature(s)]&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Ensnare&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster summons a barrage of vines to entangle a target of the mage’s choosing. These vines bind the feet of the target, restraining their movement and rendering them rooted for the duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Jolt of Energy&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster sends a jolt of energy through a target’s heart to resume its beating shortly after it stopped. If a target has fallen below -10 HP within 3 turns of casting, or has otherwise been killed, this spell will keep the target alive and restore them to 1 HP, though incapacitated, unless their injuries are deemed too severe by a DM. A target that is not incapacitated will take 3d6 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Antitoxin&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 1 Stressful Scenario&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
This spell provides the target temporary immunity to toxins such as diseases, poisons, venoms, etc. It does not grant immunity to the Miasma or curses, or cure the effects of a disease, poison or venom that has already taken root.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Cure Toxin&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster cures a poison or venom from the body of their target. Very strong or potent poisons/venoms may require a second cast to fully eliminate the toxin from the body. When curing a person of poison/venoms, the toxin may optionally be extracted in the form of a solid or a liquid. This provides 1 single sample per person healed. Miasma is not covered under this spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Healing&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on a target within range or themselves and channels an aura of Life magic, restoring 12 HP to the target’s health. This does not reverse status effects or wounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Treat Major Wound&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to treat one major wound (lacerations, broken bones or concussion) of any target within range, leaving no scarring or lasting damage. This also reverses status effects caused by the wound.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Sedate&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster selects up to three targets and causes them to fall into a magically induced coma that leaves them unable to wake up or feel pain for the duration of the spell. If the target is unwilling, they may roll a 1d20 to attempt to remain awake against the effects of the sedative. A roll of 14 or higher will avoid the effects. If a sleeping target is harmed, the sedative will immediately wear off. The only exception to this is consensual surgery/medical procedures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
Spell Name: Cure Disease&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster eradicates a disease afflicting the target. This does not work on Genetic Deformities or Mental Illnesses, only on infectious diseases caused by bacteria, viruses, fungi, etc. This spell does cure magical diseases. This spell does NOT cure Corrosion Sickness. When curing a person of a disease, the disease may optionally be extracted in the form of a solid or a liquid. This provides one single sample per person healed.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Circle of Restoration&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 4 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters, 5x5x5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a 5x5x5 area of healing that passively regenerates wounds at a rate of one tier reduced per turn, healing progressively worse wounds from the last. At most, the field can only heal up to moderate wounds. The regeneration rate per person depends on how long they have been within the circle. For example, a person who has been within the circle for three turns will be healed of moderate wounds, while a person who has only been within the circle for two turns will only be healed of mild wounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Greater Healing&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on a target within range or themselves and channels an aura of Life magic, restoring 25 HP to the target’s health. This does not reverse status effects or wounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Treat Critical Wound&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to treat one critical wound (lost limb, nerve shock, etc.) of any target within range, leaving no physical scarring or lasting damage. This also reverses status effects caused by the wound.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Resurrect&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster targets a body which has been deceased for a period of up to two weeks. Over the duration of the spell, the body will heal any critical wounds and reconstitute itself until the soul is able to return to the body. Once alive again, a period of 1 OOC week is required for the target to fully return to their senses, allowing their mind to clear and their soul to properly meld with the body. During this period, the target may experience clouding of consciousness and reduced motor functions. They are unable to meaningfully participate in combat for this period.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Lift Curse&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster targets a curse bound to a consenting soul and attempts to lift it. Curses such as vallahism and lycanthropy can be reversed using this spell. More severe curses may require a ritual spell or some other task to reverse in conjunction with this spell, at a DM’s discretion.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Polymorph&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Life&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster uses this spell to transform their body into a different player race, size, gender, or other physical traits of their choosing. While polymorphed, the caster gains the full racial benefits of the new form. After a period of 1 OOC week, the transformation cannot be unwoven, making it generally undetectable by most means. This spell can only be cast once every 4 OOC weeks regardless of the target. Monsters and event races are barred by this spell, as well as physical attributes unusual to a race.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2527</id>
		<title>Magecraft: The Simulacrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2527"/>
		<updated>2025-11-03T07:43:16Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Teaching and Learning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the Mixed Acquisition Restriction of the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Guidelines &amp;amp; Restrictions]] clause, and must be acquired through roleplay.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;margin:auto;width:65%;color:lightgrey;&amp;quot;&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Transmutations &amp;amp; Transfixions]]&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Overburn]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
==Magecraft Trees==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Primal]]&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power of the elements at your very fingertips.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;Psionic abilities to disrupt and dissuade opponents.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Life]]&lt;br /&gt;
|[[Eldritch]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power to heal and give aid, while also slowing down and impairing.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;A pathway to abilities of magecraft some would consider..unnatural...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|[[Arcane]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The keystone of knowledge, and ever versatile in use.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Magecraft is a developed ability created by the peoples of this world to wield and use what little mana is left. Origin magic was, for millennia, the standard form of magic. Miracles and powers which were used and abused in equal measure by all the races in the world..until one day the Miasma appeared. Without warning, this small violet cloud began to enshroud the world around it, absorbing the elements of life, and leaving nothing but more of itself in its wake.&lt;br /&gt;
&lt;br /&gt;
Aura, Mana, Shakti. Nothing was safe nor sacred as its cloud spread over city after city, landmass after landmass. Draining from the land, mana, and in turn origin magic, slowly began to fail. At some point, the miasma itself evolved, and managed to turn one of their greatest tools, and their greatest defense against them. Those who wielded origin magic began to suffer from corrosion sickness, much like those who were within the cloud for too long. Many lost magi began to appear due to this, and in response, origin magic was banned  by the nations of the world to try and prevent the spread.&lt;br /&gt;
&lt;br /&gt;
But it could only do so much. Magic was an essential piece of the world, and many things were lost forever without it, so an alternative had to be found before losses mounted further. Though her name is now lost to time, a breakthrough occurred when a magi managed to discover an old system which used a vastly weaker form of magic called magecraft as a substitute to origin magic. Though it was an extremely dated simulacrum of the miracles they could once perform, it did not cause corrosion sickness.&lt;br /&gt;
&lt;br /&gt;
Magecraft as it is called, is an imitation. It is a system which uses what little mana exists in the world efficiently in order to cast spells, albeit at a vastly weaker level. It required changes in spellcasting, often using materials to substitute raw mana, and had results far less effective than they had hoped. Magecraft, compared to origin magic, is no doubt inferior. But one singular spell can spell the difference between victory..and extinction.&lt;br /&gt;
&lt;br /&gt;
== The Focus &amp;amp; Casting Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== The Focus ===&lt;br /&gt;
The focus in simple terms is a tool designed to cast the spells of the mage, no more or less in function. Be it an orb, a lute, a staff, a deck of cards or an amulet, it can come in any form without restriction, but the basics remain the same. It serves no greater purpose by itself then simply being the point at which you channel mana into the form of a spell. They appear normal to the naked eye until they are activated to cast a spell, but are always active when seen with magical sight.&lt;br /&gt;
&lt;br /&gt;
A magecraft user can only have one focus attuned at a time, but is capable of casting cantrips and tier 1 spells with just their body.&lt;br /&gt;
&lt;br /&gt;
=== Creating Focuses ===&lt;br /&gt;
To create a focus, one must attune themselves by spending some time linking themselves and the mana they wield to their focus. This is done uniquely by each individual, but there are a couple constants. An arcane circle drawn around the focus which channels mana into the instrument, and the wielder being within it for a few minutes, committing to an action that is intimate with the focus itself, (I.E playing a tune with the lute, preparing your hair and correctly fitting the headpiece or pin where it belongs) and finally, casting a spell with the focus which completes the connection.&lt;br /&gt;
&lt;br /&gt;
Attuned focuses have an element of magical protection, making them difficult to break unless by unweaving. Furthermore, mages are capable of summoning their attuned focus to them at any time without expending an action, unless the focus is an offensive weapon (e.g. a sword or axe). To use a focus, it must be attached to the mage’s body in some way shape or form, even if connected via an artificial limb, or limb which is not directly touching, but has some connection to the body.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Spells &amp;amp; Spell Tiers ===&lt;br /&gt;
Casting spells is different for every magecraft user. While the technique behind it leads to the same result, how people go about them is radically different depending on your focus, your personality, and how the wielder imagines it when they cast it.&lt;br /&gt;
&lt;br /&gt;
Not all spells are on an equal level to one another. Some are more complex and powerful then their lesser cousins, causing discrepancy in the amount of energy needed to cast them. The more intricate the spell, the more energy that must be invested to achieve the desired result.&lt;br /&gt;
*Cantrips: The basic foundations of magecraft, these spells range from simple levitation of objects, to magical writings, creating a small lightsource, or something making a small flame in one’s hand. These spells are easy to learn and can be taught even in a limited capacity to those who do not partake in magecraft, but their effects are extremely minor.&lt;br /&gt;
*Tier 1: This tier contains spells which are more complex in nature then basic cantrips, and require effort and energy to be able to cast. Useful in a pinch and for general use, they can achieve greater results than cantrips, but lack the complexity and power that higher tier spells can achieve.&lt;br /&gt;
*Tier 2: The proverbial backbone of a magecraft user&#039;s knowledge, tier 2 spells are potent abilities which range wildly in variety based on the trees of magic that exist, but are capable of both big and small results that pack plenty of punch.&lt;br /&gt;
*Tier 3: The real heavy hitters, tier 3 spells are extremely complex and powerful spells that achieve very large and potent results, but in turn require just as much force put into them which they put out. For a single wielder, this is the peak of what they can safely achieve without harming themselves or their focus.&lt;br /&gt;
*Tier 4: Spells of this tier are generally ritual spells involving two or more wielders to be done. Spells of this caliber are too intricate for one normal mage, and thus require the power of multiple to achieve the greater result that is desired.&lt;br /&gt;
*Tier 5: Tier 5 spells are that which border on origin magic, and cannot be achieved by normal means.&lt;br /&gt;
&lt;br /&gt;
=== Concentration ===&lt;br /&gt;
A spell either requires concentration or not. A spell with concentration is usually channelled for multiple turns. While concentrating on a spell, a mage cannot cast another spell or make an attack. Outside of combat, a concentration spell cannot be maintained passively. If concentration is broken, the concentrated spell ends. Some spells may be active for as long as the caster is concentrating. This is called Channelling.&lt;br /&gt;
&lt;br /&gt;
=== Spell Points ===&lt;br /&gt;
Spell points, sometimes referred to as &amp;quot;Mana&amp;quot;, are a measure of energy a mage possesses to cast spells. Every spell, except those of Cantrip tier, requires one Spell Point of the spell&#039;s respective tier to cast. Once a mage has exhausted their spell points, they may no longer cast a spell of that tier unless they use a spell point of a tier higher than the spell they are attempting to cast. (e.g. If a mage wants to cast a tier one spell but have exhausted their spell points of that tier, they may use spell points of tier 2 or 3 instead.) Spell points are replenished after a stressful scenario (e.g. an event) has ended, or at a DM&#039;s discretion. Spells that consume a Spell Point do not need to roll to hit, though damaging cantrips require a d20 to be rolled in order to hit (following normal projectile rules).&lt;br /&gt;
&lt;br /&gt;
== Levels of Knowledge ==&lt;br /&gt;
Initiate: Initiate magecraft users are those who have just begun their journey in magecraft and have only begun to learn the basics of the intricacies of the works of mana. They can only learn tier 1 spells, and are unable to teach anyone else magecraft for as long as they remain at this level. Once they learn their tenth spell, they automatically advance to Adept, the next level of learning.&lt;br /&gt;
*Spells Learned: 1-9&lt;br /&gt;
*Signature Spells: 0&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Four Points&lt;br /&gt;
**Tier 2: N/A&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Adept: Magecraft users of this level are those who are deeper in their journey in magic and have begun to learn the deeper intricacies of mana and how to wield it into stronger spells. They can only learn tier 2 spells, and are able to teach others  magecraft at a slower pace as long as they remain at this level. They can learn 3 signature spells, and once they learn their twentieth spell, they automatically advance to Magister, the final level of learning.&lt;br /&gt;
*Spells Learned: 10-19&lt;br /&gt;
*Signature Spells: 3&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Five Points&lt;br /&gt;
**Tier 2: Three Points&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Magister: Magister magecraft users are those who have begun to master the power of  magecraft and have delved deep into the infinite complexity of its uses. They can learn tier 3 spells, and are able to teach others  magecraft. They can learn a maximum of thirty spells alongside 5 signature spells, and have reached the edges of conventional wisdom.&lt;br /&gt;
*Maximum Spells: 30&lt;br /&gt;
*Signature Spells: 5&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Six Points&lt;br /&gt;
**Tier 2: Five Points&lt;br /&gt;
**Tier 3: Four Points&lt;br /&gt;
&lt;br /&gt;
== The Infusion Ritual &amp;amp; Learning Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== Infusion ===&lt;br /&gt;
The Infusion ritual is the phenomenon in which someone is granted the ability to become a magecraft user themselves. This is generally done by Magisters who use an intricate spell which mimics the enlightenment of original magic, though without a leyline or the protections usually offered by the spell used to defend their aurum. Upon the completion of the ritual, a new magical initiate is created, who begins their journey anew like so many others have before them.&lt;br /&gt;
&lt;br /&gt;
=== Teaching and Learning ===&lt;br /&gt;
Even the greatest of mages were once novices, and required a mentor to guide them. A mentor’s guidance is crucial in navigating the intricacies of magic, ensuring that the mages of tomorrow wield their gifts with aplomb and control. As each generation of mages rises, they carry forward the teachings of those who came before, preserving the ancient knowledge and breathing life into the ever-evolving tapestry of magic.&lt;br /&gt;
&lt;br /&gt;
A mentor is a mage who has achieved either the Adept or Magister level of Magecraft and has taken on a student. A student may be of any level and may learn as much as they choose, be it a Magister who wishes to learn a spell from one of their peers or an Initiate taking their first steps into Magecraft. A student learns a spell from a mentor by studying and observing their spellcasting technique, understanding the theoretical composition, and practicing the spell themselves. The time taken to learn a spell is determined by both the student’s and the mentor’s respective ability, and is given by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:25%;&amp;quot;|[[File:MagecraftLearning.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, an Initiate mage requires 5 OOC days to learn a spell from a Magister mentor. The learning period begins with an RP scene in which the mentor starts teaching the spell, and it concludes with a second RP scene after the allotted days have passed, where the mentor confirms the student has learned it. Only then may the spell be added to the student’s grimoire. This means that two RP exchanges are required in learning any given spell. If a student changes mentor while they are learning a spell, the days of learning carry over. A Magister’s understanding of magecraft is such that they may teach other mages spells that are not in their grimoire, even if they do not use that spell themselves.&lt;br /&gt;
&lt;br /&gt;
==== Teaching Non-Mages ==== &lt;br /&gt;
In some cases, non-mages can be taught limited magic. Although the process takes longer due to a lack of experience and attunement, a non-mage may be taught one cantrip. It takes a non-mage 12 days (OOC) to learn a cantrip, and they can only be taught by a Magister. Non-mages may also wield tier 1 spells, but only if reagents from that spell are prepared for them by a mage.&lt;br /&gt;
&lt;br /&gt;
==== Self-Teaching ==== &lt;br /&gt;
Adept or Magister level mages are capable of self-teaching spells. Without the help of a mentor, this process takes longer than usual. For an Adept mage, it takes 8 days to self-learn a spell and for a Magister it takes 4. This is also the amount of time needed to create a signature spell. While self-rp is not required for self-teaching, the process should be referenced or respected during IC interactions. &lt;br /&gt;
&lt;br /&gt;
=== Signature Spells ===&lt;br /&gt;
A signature spell is a unique spell created by an Adept or Magister level mage. Signature spells may belong to any tier and possess any effect, provided it is approved by the Lore Curator. Signature spells are counted outside of total available spells, and for an Adept count towards progression to Magister. If a mage learns another mage’s signature spell, it also counts as a signature spell for that mage. If 3 mages in total know the spell, it is added to the list of known spells and no longer consumes a signature spell spot. To learn another mage&#039;s signature spell, a mage must be taught by the spell author, taking the amount of time determined by their respective levels.&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2414</id>
		<title>Magecraft: The Simulacrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2414"/>
		<updated>2025-09-28T20:47:09Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Creating Focuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the Mixed Acquisition Restriction of the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Guidelines &amp;amp; Restrictions]] clause, and must be acquired through roleplay.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;margin:auto;width:65%;color:lightgrey;&amp;quot;&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Transmutations &amp;amp; Transfixions]]&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Overburn]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
==Magecraft Trees==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Primal]]&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power of the elements at your very fingertips.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;Psionic abilities to disrupt and dissuade opponents.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Life]]&lt;br /&gt;
|[[Eldritch]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power to heal and give aid, while also slowing down and impairing.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;A pathway to abilities of magecraft some would consider..unnatural...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|[[Arcane]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The keystone of knowledge, and ever versatile in use.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Magecraft is a developed ability created by the peoples of this world to wield and use what little mana is left. Origin magic was, for millennia, the standard form of magic. Miracles and powers which were used and abused in equal measure by all the races in the world..until one day the Miasma appeared. Without warning, this small violet cloud began to enshroud the world around it, absorbing the elements of life, and leaving nothing but more of itself in its wake.&lt;br /&gt;
&lt;br /&gt;
Aura, Mana, Shakti. Nothing was safe nor sacred as its cloud spread over city after city, landmass after landmass. Draining from the land, mana, and in turn origin magic, slowly began to fail. At some point, the miasma itself evolved, and managed to turn one of their greatest tools, and their greatest defense against them. Those who wielded origin magic began to suffer from corrosion sickness, much like those who were within the cloud for too long. Many lost magi began to appear due to this, and in response, origin magic was banned  by the nations of the world to try and prevent the spread.&lt;br /&gt;
&lt;br /&gt;
But it could only do so much. Magic was an essential piece of the world, and many things were lost forever without it, so an alternative had to be found before losses mounted further. Though her name is now lost to time, a breakthrough occurred when a magi managed to discover an old system which used a vastly weaker form of magic called magecraft as a substitute to origin magic. Though it was an extremely dated simulacrum of the miracles they could once perform, it did not cause corrosion sickness.&lt;br /&gt;
&lt;br /&gt;
Magecraft as it is called, is an imitation. It is a system which uses what little mana exists in the world efficiently in order to cast spells, albeit at a vastly weaker level. It required changes in spellcasting, often using materials to substitute raw mana, and had results far less effective than they had hoped. Magecraft, compared to origin magic, is no doubt inferior. But one singular spell can spell the difference between victory..and extinction.&lt;br /&gt;
&lt;br /&gt;
== The Focus &amp;amp; Casting Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== The Focus ===&lt;br /&gt;
The focus in simple terms is a tool designed to cast the spells of the mage, no more or less in function. Be it an orb, a lute, a staff, a deck of cards or an amulet, it can come in any form without restriction, but the basics remain the same. It serves no greater purpose by itself then simply being the point at which you channel mana into the form of a spell. They appear normal to the naked eye until they are activated to cast a spell, but are always active when seen with magical sight.&lt;br /&gt;
&lt;br /&gt;
A magecraft user can only have one focus attuned at a time, but is capable of casting cantrips and tier 1 spells with just their body.&lt;br /&gt;
&lt;br /&gt;
=== Creating Focuses ===&lt;br /&gt;
To create a focus, one must attune themselves by spending some time linking themselves and the mana they wield to their focus. This is done uniquely by each individual, but there are a couple constants. An arcane circle drawn around the focus which channels mana into the instrument, and the wielder being within it for a few minutes, committing to an action that is intimate with the focus itself, (I.E playing a tune with the lute, preparing your hair and correctly fitting the headpiece or pin where it belongs) and finally, casting a spell with the focus which completes the connection.&lt;br /&gt;
&lt;br /&gt;
Attuned focuses have an element of magical protection, making them difficult to break unless by unweaving. Furthermore, mages are capable of summoning their attuned focus to them at any time without expending an action, unless the focus is an offensive weapon (e.g. a sword or axe). To use a focus, it must be attached to the mage’s body in some way shape or form, even if connected via an artificial limb, or limb which is not directly touching, but has some connection to the body.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Spells &amp;amp; Spell Tiers ===&lt;br /&gt;
Casting spells is different for every magecraft user. While the technique behind it leads to the same result, how people go about them is radically different depending on your focus, your personality, and how the wielder imagines it when they cast it.&lt;br /&gt;
&lt;br /&gt;
Not all spells are on an equal level to one another. Some are more complex and powerful then their lesser cousins, causing discrepancy in the amount of energy needed to cast them. The more intricate the spell, the more energy that must be invested to achieve the desired result.&lt;br /&gt;
*Cantrips: The basic foundations of magecraft, these spells range from simple levitation of objects, to magical writings, creating a small lightsource, or something making a small flame in one’s hand. These spells are easy to learn and can be taught even in a limited capacity to those who do not partake in magecraft, but their effects are extremely minor.&lt;br /&gt;
*Tier 1: This tier contains spells which are more complex in nature then basic cantrips, and require effort and energy to be able to cast. Useful in a pinch and for general use, they can achieve greater results than cantrips, but lack the complexity and power that higher tier spells can achieve.&lt;br /&gt;
*Tier 2: The proverbial backbone of a magecraft user&#039;s knowledge, tier 2 spells are potent abilities which range wildly in variety based on the trees of magic that exist, but are capable of both big and small results that pack plenty of punch.&lt;br /&gt;
*Tier 3: The real heavy hitters, tier 3 spells are extremely complex and powerful spells that achieve very large and potent results, but in turn require just as much force put into them which they put out. For a single wielder, this is the peak of what they can safely achieve without harming themselves or their focus.&lt;br /&gt;
*Tier 4: Spells of this tier are generally ritual spells involving two or more wielders to be done. Spells of this caliber are too intricate for one normal mage, and thus require the power of multiple to achieve the greater result that is desired.&lt;br /&gt;
*Tier 5: Tier 5 spells are that which border on origin magic, and cannot be achieved by normal means.&lt;br /&gt;
&lt;br /&gt;
=== Concentration ===&lt;br /&gt;
A spell either requires concentration or not. A spell with concentration is usually channelled for multiple turns. While concentrating on a spell, a mage cannot cast another spell or make an attack. Outside of combat, a concentration spell cannot be maintained passively. If concentration is broken, the concentrated spell ends. Some spells may be active for as long as the caster is concentrating. This is called Channelling.&lt;br /&gt;
&lt;br /&gt;
=== Spell Points ===&lt;br /&gt;
Spell points, sometimes referred to as &amp;quot;Mana&amp;quot;, are a measure of energy a mage possesses to cast spells. Every spell, except those of Cantrip tier, requires one Spell Point of the spell&#039;s respective tier to cast. Once a mage has exhausted their spell points, they may no longer cast a spell of that tier unless they use a spell point of a tier higher than the spell they are attempting to cast. (e.g. If a mage wants to cast a tier one spell but have exhausted their spell points of that tier, they may use spell points of tier 2 or 3 instead.) Spell points are replenished after a stressful scenario (e.g. an event) has ended, or at a DM&#039;s discretion. Spells that consume a Spell Point do not need to roll to hit, though damaging cantrips require a d20 to be rolled in order to hit (following normal projectile rules).&lt;br /&gt;
&lt;br /&gt;
== Levels of Knowledge ==&lt;br /&gt;
Initiate: Initiate magecraft users are those who have just begun their journey in magecraft and have only begun to learn the basics of the intricacies of the works of mana. They can only learn tier 1 spells, and are unable to teach anyone else magecraft for as long as they remain at this level. Once they learn their tenth spell, they automatically advance to Adept, the next level of learning.&lt;br /&gt;
*Spells Learned: 1-9&lt;br /&gt;
*Signature Spells: 0&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Four Points&lt;br /&gt;
**Tier 2: N/A&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Adept: Magecraft users of this level are those who are deeper in their journey in magic and have begun to learn the deeper intricacies of mana and how to wield it into stronger spells. They can only learn tier 2 spells, and are able to teach others  magecraft at a slower pace as long as they remain at this level. They can learn 3 signature spells, and once they learn their twentieth spell, they automatically advance to Magister, the final level of learning.&lt;br /&gt;
*Spells Learned: 10-19&lt;br /&gt;
*Signature Spells: 3&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Five Points&lt;br /&gt;
**Tier 2: Three Points&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Magister: Magister magecraft users are those who have begun to master the power of  magecraft and have delved deep into the infinite complexity of its uses. They can learn tier 3 spells, and are able to teach others  magecraft. They can learn a maximum of thirty spells alongside 5 signature spells, and have reached the edges of conventional wisdom.&lt;br /&gt;
*Maximum Spells: 30&lt;br /&gt;
*Signature Spells: 5&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Six Points&lt;br /&gt;
**Tier 2: Five Points&lt;br /&gt;
**Tier 3: Four Points&lt;br /&gt;
&lt;br /&gt;
== The Infusion Ritual &amp;amp; Learning Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== Infusion ===&lt;br /&gt;
The Infusion ritual is the phenomenon in which someone is granted the ability to become a magecraft user themselves. This is generally done by Magisters who use an intricate spell which mimics the enlightenment of original magic, though without a leyline or the protections usually offered by the spell used to defend their aurum. Upon the completion of the ritual, a new magical initiate is created, who begins their journey anew like so many others have before them.&lt;br /&gt;
&lt;br /&gt;
=== Teaching and Learning ===&lt;br /&gt;
Even the greatest of mages were once novices, and required a mentor to guide them. A mentor’s guidance is crucial in navigating the intricacies of magic, ensuring that the mages of tomorrow wield their gifts with aplomb and control. As each generation of mages rises, they carry forward the teachings of those who came before, preserving the ancient knowledge and breathing life into the ever-evolving tapestry of magic.&lt;br /&gt;
&lt;br /&gt;
A mentor is a mage that has achieved either the Adept or Magister level of Magecraft and has taken on a student. A student may be of any level and may learn as much as they choose, be it a Magister who wishes to learn a spell from one of their peers or a Initiate taking their first steps into Magecraft. A student learns a spell from a mentor by studying and observing their spellcasting technique, understanding the theoretical composition, and practicing the spell themselves. The time taken to learn a spell is determined by both the student’s and the mentor’s respective ability, and is given by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:25%;&amp;quot;|[[File:MagecraftLearning.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, it takes an Initiate mage 5 (OOC) days of RP to learn a spell from a Magister mentor. These are days in which RP of learning the spell must take place between student and mentor. The days do not have to be consecutive. If a student changes mentor while they are learning a spell, the days of learning carry over. A Magister’s understanding of magecraft is such that they may teach other mages spells that are not in their grimoire, even if they do not use that spell themselves.&lt;br /&gt;
&lt;br /&gt;
==== Teaching Non-Mages ==== &lt;br /&gt;
In some cases, non-mages can be taught limited magic. Although the process takes longer due to a lack of experience and attunement, a non-mage may be taught one cantrip. It takes a non-mage 12 days (OOC and containing RP) to learn a cantrip, and they can only be taught by a Magister. Non-mages may also wield tier 1 spells, but only if reagents from that spell are prepared for them by a mage.&lt;br /&gt;
&lt;br /&gt;
==== Self-Teaching ==== &lt;br /&gt;
Adept or Magister level mages are capable of self-teaching spells. Without the help of a mentor, this process takes longer than usual. For an Adept mage, it takes 8 days to self-learn a spell and for a Magister it takes 4. This is also the amount of time needed to create a signature spell. While self-rp is not required for self-teaching, the process should be referenced or respected during IC interactions. &lt;br /&gt;
&lt;br /&gt;
=== Signature Spells ===&lt;br /&gt;
A signature spell is a unique spell created by an Adept or Magister level mage. Signature spells may belong to any tier and possess any effect, provided it is approved by the Lore Curator. Signature spells are counted outside of total available spells, and for an Adept count towards progression to Magister. If a mage learns another mage’s signature spell, it also counts as a signature spell for that mage. If 3 mages in total know the spell, it is added to the list of known spells and no longer consumes a signature spell spot. To learn another mage&#039;s signature spell, a mage must be taught by the spell author, taking the amount of time determined by their respective levels.&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2413</id>
		<title>Magecraft: The Simulacrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2413"/>
		<updated>2025-09-26T04:41:22Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Signature Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the Mixed Acquisition Restriction of the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Guidelines &amp;amp; Restrictions]] clause, and must be acquired through roleplay.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;margin:auto;width:65%;color:lightgrey;&amp;quot;&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Transmutations &amp;amp; Transfixions]]&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Overburn]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
==Magecraft Trees==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Primal]]&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power of the elements at your very fingertips.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;Psionic abilities to disrupt and dissuade opponents.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Life]]&lt;br /&gt;
|[[Eldritch]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power to heal and give aid, while also slowing down and impairing.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;A pathway to abilities of magecraft some would consider..unnatural...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|[[Arcane]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The keystone of knowledge, and ever versatile in use.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Magecraft is a developed ability created by the peoples of this world to wield and use what little mana is left. Origin magic was, for millennia, the standard form of magic. Miracles and powers which were used and abused in equal measure by all the races in the world..until one day the Miasma appeared. Without warning, this small violet cloud began to enshroud the world around it, absorbing the elements of life, and leaving nothing but more of itself in its wake.&lt;br /&gt;
&lt;br /&gt;
Aura, Mana, Shakti. Nothing was safe nor sacred as its cloud spread over city after city, landmass after landmass. Draining from the land, mana, and in turn origin magic, slowly began to fail. At some point, the miasma itself evolved, and managed to turn one of their greatest tools, and their greatest defense against them. Those who wielded origin magic began to suffer from corrosion sickness, much like those who were within the cloud for too long. Many lost magi began to appear due to this, and in response, origin magic was banned  by the nations of the world to try and prevent the spread.&lt;br /&gt;
&lt;br /&gt;
But it could only do so much. Magic was an essential piece of the world, and many things were lost forever without it, so an alternative had to be found before losses mounted further. Though her name is now lost to time, a breakthrough occurred when a magi managed to discover an old system which used a vastly weaker form of magic called magecraft as a substitute to origin magic. Though it was an extremely dated simulacrum of the miracles they could once perform, it did not cause corrosion sickness.&lt;br /&gt;
&lt;br /&gt;
Magecraft as it is called, is an imitation. It is a system which uses what little mana exists in the world efficiently in order to cast spells, albeit at a vastly weaker level. It required changes in spellcasting, often using materials to substitute raw mana, and had results far less effective than they had hoped. Magecraft, compared to origin magic, is no doubt inferior. But one singular spell can spell the difference between victory..and extinction.&lt;br /&gt;
&lt;br /&gt;
== The Focus &amp;amp; Casting Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== The Focus ===&lt;br /&gt;
The focus in simple terms is a tool designed to cast the spells of the mage, no more or less in function. Be it an orb, a lute, a staff, a deck of cards or an amulet, it can come in any form without restriction, but the basics remain the same. It serves no greater purpose by itself then simply being the point at which you channel mana into the form of a spell. They appear normal to the naked eye until they are activated to cast a spell, but are always active when seen with magical sight.&lt;br /&gt;
&lt;br /&gt;
A magecraft user can only have one focus attuned at a time, but is capable of casting cantrips and tier 1 spells with just their body.&lt;br /&gt;
&lt;br /&gt;
=== Creating Focuses ===&lt;br /&gt;
To create a focus, one must attune themselves by spending some time linking themselves and the mana they wield to their focus. This is done uniquely by each individual, but there are a couple constants. An arcane circle drawn around the focus which channels mana into the instrument, and the wielder being within it for a few minutes, committing to an action that is intimate with the focus itself, (I.E playing a tune with the lute, preparing your hair and correctly fitting the headpiece or pin where it belongs) and finally, casting a spell with the focus which completes the connection.&lt;br /&gt;
&lt;br /&gt;
Attuned focuses have an element of magical protection, making them difficult to break unless by unweaving. Furthermore, mages are capable of summoning their attuned focus to them at any time without expending an action. To use a focus, it must be attached to the mage’s body in some way shape or form, even if connected via an artificial limb, or limb which is not directly touching, but has some connection to the body.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Spells &amp;amp; Spell Tiers ===&lt;br /&gt;
Casting spells is different for every magecraft user. While the technique behind it leads to the same result, how people go about them is radically different depending on your focus, your personality, and how the wielder imagines it when they cast it.&lt;br /&gt;
&lt;br /&gt;
Not all spells are on an equal level to one another. Some are more complex and powerful then their lesser cousins, causing discrepancy in the amount of energy needed to cast them. The more intricate the spell, the more energy that must be invested to achieve the desired result.&lt;br /&gt;
*Cantrips: The basic foundations of magecraft, these spells range from simple levitation of objects, to magical writings, creating a small lightsource, or something making a small flame in one’s hand. These spells are easy to learn and can be taught even in a limited capacity to those who do not partake in magecraft, but their effects are extremely minor.&lt;br /&gt;
*Tier 1: This tier contains spells which are more complex in nature then basic cantrips, and require effort and energy to be able to cast. Useful in a pinch and for general use, they can achieve greater results than cantrips, but lack the complexity and power that higher tier spells can achieve.&lt;br /&gt;
*Tier 2: The proverbial backbone of a magecraft user&#039;s knowledge, tier 2 spells are potent abilities which range wildly in variety based on the trees of magic that exist, but are capable of both big and small results that pack plenty of punch.&lt;br /&gt;
*Tier 3: The real heavy hitters, tier 3 spells are extremely complex and powerful spells that achieve very large and potent results, but in turn require just as much force put into them which they put out. For a single wielder, this is the peak of what they can safely achieve without harming themselves or their focus.&lt;br /&gt;
*Tier 4: Spells of this tier are generally ritual spells involving two or more wielders to be done. Spells of this caliber are too intricate for one normal mage, and thus require the power of multiple to achieve the greater result that is desired.&lt;br /&gt;
*Tier 5: Tier 5 spells are that which border on origin magic, and cannot be achieved by normal means.&lt;br /&gt;
&lt;br /&gt;
=== Concentration ===&lt;br /&gt;
A spell either requires concentration or not. A spell with concentration is usually channelled for multiple turns. While concentrating on a spell, a mage cannot cast another spell or make an attack. Outside of combat, a concentration spell cannot be maintained passively. If concentration is broken, the concentrated spell ends. Some spells may be active for as long as the caster is concentrating. This is called Channelling.&lt;br /&gt;
&lt;br /&gt;
=== Spell Points ===&lt;br /&gt;
Spell points, sometimes referred to as &amp;quot;Mana&amp;quot;, are a measure of energy a mage possesses to cast spells. Every spell, except those of Cantrip tier, requires one Spell Point of the spell&#039;s respective tier to cast. Once a mage has exhausted their spell points, they may no longer cast a spell of that tier unless they use a spell point of a tier higher than the spell they are attempting to cast. (e.g. If a mage wants to cast a tier one spell but have exhausted their spell points of that tier, they may use spell points of tier 2 or 3 instead.) Spell points are replenished after a stressful scenario (e.g. an event) has ended, or at a DM&#039;s discretion. Spells that consume a Spell Point do not need to roll to hit, though damaging cantrips require a d20 to be rolled in order to hit (following normal projectile rules).&lt;br /&gt;
&lt;br /&gt;
== Levels of Knowledge ==&lt;br /&gt;
Initiate: Initiate magecraft users are those who have just begun their journey in magecraft and have only begun to learn the basics of the intricacies of the works of mana. They can only learn tier 1 spells, and are unable to teach anyone else magecraft for as long as they remain at this level. Once they learn their tenth spell, they automatically advance to Adept, the next level of learning.&lt;br /&gt;
*Spells Learned: 1-9&lt;br /&gt;
*Signature Spells: 0&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Four Points&lt;br /&gt;
**Tier 2: N/A&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Adept: Magecraft users of this level are those who are deeper in their journey in magic and have begun to learn the deeper intricacies of mana and how to wield it into stronger spells. They can only learn tier 2 spells, and are able to teach others  magecraft at a slower pace as long as they remain at this level. They can learn 3 signature spells, and once they learn their twentieth spell, they automatically advance to Magister, the final level of learning.&lt;br /&gt;
*Spells Learned: 10-19&lt;br /&gt;
*Signature Spells: 3&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Five Points&lt;br /&gt;
**Tier 2: Three Points&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Magister: Magister magecraft users are those who have begun to master the power of  magecraft and have delved deep into the infinite complexity of its uses. They can learn tier 3 spells, and are able to teach others  magecraft. They can learn a maximum of thirty spells alongside 5 signature spells, and have reached the edges of conventional wisdom.&lt;br /&gt;
*Maximum Spells: 30&lt;br /&gt;
*Signature Spells: 5&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Six Points&lt;br /&gt;
**Tier 2: Five Points&lt;br /&gt;
**Tier 3: Four Points&lt;br /&gt;
&lt;br /&gt;
== The Infusion Ritual &amp;amp; Learning Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== Infusion ===&lt;br /&gt;
The Infusion ritual is the phenomenon in which someone is granted the ability to become a magecraft user themselves. This is generally done by Magisters who use an intricate spell which mimics the enlightenment of original magic, though without a leyline or the protections usually offered by the spell used to defend their aurum. Upon the completion of the ritual, a new magical initiate is created, who begins their journey anew like so many others have before them.&lt;br /&gt;
&lt;br /&gt;
=== Teaching and Learning ===&lt;br /&gt;
Even the greatest of mages were once novices, and required a mentor to guide them. A mentor’s guidance is crucial in navigating the intricacies of magic, ensuring that the mages of tomorrow wield their gifts with aplomb and control. As each generation of mages rises, they carry forward the teachings of those who came before, preserving the ancient knowledge and breathing life into the ever-evolving tapestry of magic.&lt;br /&gt;
&lt;br /&gt;
A mentor is a mage that has achieved either the Adept or Magister level of Magecraft and has taken on a student. A student may be of any level and may learn as much as they choose, be it a Magister who wishes to learn a spell from one of their peers or a Initiate taking their first steps into Magecraft. A student learns a spell from a mentor by studying and observing their spellcasting technique, understanding the theoretical composition, and practicing the spell themselves. The time taken to learn a spell is determined by both the student’s and the mentor’s respective ability, and is given by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:25%;&amp;quot;|[[File:MagecraftLearning.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, it takes an Initiate mage 5 (OOC) days of RP to learn a spell from a Magister mentor. These are days in which RP of learning the spell must take place between student and mentor. The days do not have to be consecutive. If a student changes mentor while they are learning a spell, the days of learning carry over. A Magister’s understanding of magecraft is such that they may teach other mages spells that are not in their grimoire, even if they do not use that spell themselves.&lt;br /&gt;
&lt;br /&gt;
==== Teaching Non-Mages ==== &lt;br /&gt;
In some cases, non-mages can be taught limited magic. Although the process takes longer due to a lack of experience and attunement, a non-mage may be taught one cantrip. It takes a non-mage 12 days (OOC and containing RP) to learn a cantrip, and they can only be taught by a Magister. Non-mages may also wield tier 1 spells, but only if reagents from that spell are prepared for them by a mage.&lt;br /&gt;
&lt;br /&gt;
==== Self-Teaching ==== &lt;br /&gt;
Adept or Magister level mages are capable of self-teaching spells. Without the help of a mentor, this process takes longer than usual. For an Adept mage, it takes 8 days to self-learn a spell and for a Magister it takes 4. This is also the amount of time needed to create a signature spell. While self-rp is not required for self-teaching, the process should be referenced or respected during IC interactions. &lt;br /&gt;
&lt;br /&gt;
=== Signature Spells ===&lt;br /&gt;
A signature spell is a unique spell created by an Adept or Magister level mage. Signature spells may belong to any tier and possess any effect, provided it is approved by the Lore Curator. Signature spells are counted outside of total available spells, and for an Adept count towards progression to Magister. If a mage learns another mage’s signature spell, it also counts as a signature spell for that mage. If 3 mages in total know the spell, it is added to the list of known spells and no longer consumes a signature spell spot. To learn another mage&#039;s signature spell, a mage must be taught by the spell author, taking the amount of time determined by their respective levels.&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=The_Soul&amp;diff=2404</id>
		<title>The Soul</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=The_Soul&amp;diff=2404"/>
		<updated>2025-09-09T00:08:09Z</updated>

		<summary type="html">&lt;p&gt;Cat956: Updated soul lore with new magecraft system.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Some or all of the traits available on this page fall under the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Mixed &amp;amp; NPC Only Acquisition]] clause]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
The soul is essentially a large reservoir of essence that is linked to each and every inch of a person’s body. Its effects are far more than that, as the soul essentially experiences the effects of the present; it is the consciousness of one’s person, and stores one’s personality and information in parallel with the mind. Removal of a soul does not leave a body dead, it simply leaves them in a detached vegetable state until they succumb to the elements if not treated. All sapient creatures bare a soul, its strength and properties determine many things about the person themselves, but most notably their potential for magical arts. In essence, the soul is a symbiotic parasite, that grants its host a greater width of knowledge and ability at the cost of draining its life essence over a very long period of time. This is known widely in Ephimoria as &amp;quot;Aging&amp;quot; and getting older.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:18px;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
[https://www.aethier.co.uk/IPS/index.php?/forums/topic/48313-souls-revivals-and-memory/ Click here to read about Souls and Revivals]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Physical Description==&lt;br /&gt;
&lt;br /&gt;
The soul in itself is a complex object comprised from millions of mana-like strings that inherently weave together to form a singular and unique purpose. The true form of a soul can never be discerned, only made into a sensible projection by spells and other magical viewing equipment. Souls are incorporeal, only able to be manipulated by magic and other incorporeal objects, and otherwise pass freely through objects and otherwise &amp;quot;occupied&amp;quot; beings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CD86D6;&amp;quot;&amp;gt;&lt;br /&gt;
===Soul of an Animal===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
The soul of an animal is a meager spirit, and barely carry any energetic or magical potential within them. It serves little purpose then to multiply and spread throughout the realm by any means at its disposal. The soul of an animal carries only five mana within it, and is not useful unless used in large numbers as a substitute for a larger soul.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CD86D6;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soul of a Monster===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[NPC Only Acquisition prevents acquiring this trait.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
The soul of a monster is slightly more powerful than that of an animal. Feasting and evolving through its life, these more unique creatures garner some hint of intelligence, and in tandem their soul evolves and grows in both body and mind. The soul of a monster contains ten mana, and is capable of casting magic to a limited degree on its own.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CD86D6;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sentient Soul===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Unless Explicitly mentioned, a normal NPC or player character carries this type of soul.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
A sentient soul is the most common type to be seen by the people that inhabit Ephimoria, primarily for the simple fact that it is the one which inhabits a large majority of mortal beings. The sentient soul in a pure and untainted form is among some of the more powerful organisms within the realm, and have the ability to grow naturally and multiply within mortal beings upon conception, both natural and artificial, of a child. A sentient soul carries a very large amount of energy within its structure, akin to twenty mana.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unique Variations==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CD86D6;&amp;quot;&amp;gt;&lt;br /&gt;
===Soul of a Lost Familiar===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
The soul of a lost familiar is the result of an anomaly from a mortal soul breaking off too late in the cycle of conception and can cause one of two circumstances to occur. One, the soul is recombined just before birth, and returns to a normal state as if nothing had occurred, or two, the more uncommon option may occur. The shard generates an inactive tether to the soul of their would be sibling, and passively remains near its side. In the case of the latter situation, the child, once reaching the age of 12 years old will have their body shoot up in pain, as the soul of their lost sibling now returns to the world in the form of a hollow spirit, one that idly floats about around the tethered sibling. This spirit will behave exactly like a twin, and carries all the unique attitudes and personality just as if they were sentient, yet unable to understand violence. The soul of a lost familiar has less energy stored within it, as about a third of it was lost upon the merge failure.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarifications [OOC]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
*The spirit will fully tether to the person in question, and will act sentient. Despite this, such a spirit remains completely intangible, floating about in the pale cyan hollow shape of another human being. Their appearance varies from person to person, dependent on the appearance of the twin that was almost to be.&lt;br /&gt;
*The spirit itself has the ability to once every 12 OOC hours become temporarily tangible for five emotes, allowing them to do acts they otherwise would be unable to perform. Normally, the spirit cannot freely phase through walls, rooftops or floors, however can walk through doors with relative ease.&lt;br /&gt;
*The spirit must be within range of their host at all times, or they will automatically recall back to their location in an instant. If any physical or magical harm comes to either beings, a feeling of immense pain is fraught to the partner, as if the tether was being ripped away excruciatingly. The spirit cannot be harmed by physical attacks, but is affected by any form of supernatural powers normally.&lt;br /&gt;
*In combat, the soul of the lost familiars Hit Points is limited to 15. Should it perish, the wielder of the soul will be stunned, and unable to act for 2 turns, breaking all of their concentration as if they were incapacitated.&lt;br /&gt;
*The familiar may be used as a casting focus for up to Tier 1 spells.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The spirit will recall to the host instantly if a distance of thirty meters is breached.&lt;br /&gt;
&lt;br /&gt;
====Outdated Information====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Those with the soul of a lost familiar find themselves capable of using their familiar as a dual chromatic casting instrument if they are willing.&lt;br /&gt;
*Along with this, these spirits do not carry an active aurum, and can only be used (when willing) as a casting instrument for up to 2 strain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CD86D6;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Split Soul===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
A split soul is an extremely rare anomaly when the power of a Sentient Soul is too large to produce two new beings with stable souls upon the conception of twins. When this occurs, the soul is forced to split in order to not annihilate the twins, and effectively inhibits both bodies. This occurrence is what is called a &amp;quot;Soul Split&amp;quot;. The resulting twins carry the same soul, however split between the two bodies, and linked by the residual energy that remained after the split at birth. The soul’s power is split in such a manner that each person has roughly 50% the energy a regular soul does. These bodies carry relatively normal properties, but carry a few caveats, as detailed below.&lt;br /&gt;
&lt;br /&gt;
Split souls can feel pain if one of the two bodies are harmed; the actual physical injuries do not transfer, however severe enough physical damage can cause minor blood vessels to burst, causing nosebleeds and bruising as a side effect. The other individual merely feels phantom pains, where pain plagues them for no apparent reason. For example, if one body had broken a leg, the other would not infact break their bones; instead, each time either of them attempted to walk with said leg, they’d both feel the jolt of pain that comes with it. Furthermore, A split soul can only survive by keeping hold of both bodies at the same time. The link that these souls hold is so intimate, that should one body die, the other will also perish alongside it, or if the soul is mended into the pristine body of the other using complex magical manipulation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Clarifications [OOC]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
*Those with split soul share physical pain and phantom feelings of such if one is injured. If one of them dies, the other will do the same mere seconds later.&lt;br /&gt;
**They also know the precise location of where one another is, unless an advanced magical ability blocks such.&lt;br /&gt;
*A split soul carries with it changes to the Magical potential of the soul. If a people with a Split Soul becomes a mage, they will only have a little over half the mana capacity as a regular mage comparatively- that is, they possess half the spell points for their level, rounded up, and their grimoire may hold up to 15 spells. Despite this, an interesting interaction arises should both individuals bare the same active Aurum. When this happens, not only does the link keep both souls stable, it now begins transferring mana between them. Due to each body having slightly over half the mana a stable soul does, a Split Soul has an increased magical potential, so long as both individuals are near one another.&lt;br /&gt;
*In order for the link to transfer spell points and grimoires, and for the two to gain their amplified magical effects, they must be no further than thirty meters from one another and in line of sight.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Outdated Information====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
A split soul carries with it changes to the Magical potential of the soul. If a people with a Split Soul becomes a mage, they will only have a little over half the mana capacity as a regular mage comparatively. Despite this, an interesting interaction arises should both individuals bare the same active Aurum. When this happens, not only does the link keep both souls stable, it now begins transferring mana between them. Due to each body having slightly over half the mana a stable soul does, a Split Soul has an increased magical potential, so long as both individuals are near one another. Their mana pool is larger by roughly one fifth the average person’s.&lt;br /&gt;
*In order for the link to transfer mana, and for the two to gain their amplified magical effects, they must be no further than thirty meters from one another and in line of sight.&lt;br /&gt;
**When separated, each body has a total of twelve/nineteen/twenty-five mana each. Together, their mana pool joins.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CD86D6;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Conjoined Souls===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquisition of this trait; it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Conjoined souls are a unique occurrence that are extremely rare. Though only achievable by magical manipulation before birth under specific circumstances or an extreme magical anomaly, the benefits and downsides are further amplified compared to its well documented opposite, the split soul. There are quite a few conditions for this anomaly to occur that are not by a strange event or reaction, but when one becomes conjoined with their &amp;quot;other&amp;quot;, the effects are quite clear. Conjoined souls follow the same ruleset regarding injuries, emotions and the like.&lt;br /&gt;
&lt;br /&gt;
Conjoined souls do not share physical pain, but instead emotional feeling and things such as anxiety and panic following a wound, or joy from a positive event having given them a warm fuzzy feeling inside. In addition to this, each constantly know the location and rough general status of the one whom they are connected with, and perish should their other die, regardless of distance or dimension they happen to be within.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Clarifications [OOC]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
*Those with conjoined souls carry one another&#039;s emotions with them. They often communally share both intent and feeling, as well as the status of their connected other. They also know the precise location of where one another is, unless an advanced magical ability blocks such.&lt;br /&gt;
**Should one of the two die, the other follows suit a few seconds afterwards.&lt;br /&gt;
*Conjoined souls are capable of each having 20 spells, and when they are within thirty meters of each other, their spell knowledge automatically combines to form the total of both their persons.&lt;br /&gt;
**Unlike split souls, total spell points are unaffected, and do not combine when in close proximity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Outdated Information====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Conjoined souls are capable of each having fifteen spells, and when they are within thirty meters of each other, their spell and discipline knowledge automatically combine to form the total of both their persons combined.&lt;br /&gt;
*In order for the link to transfer spells and for the two to gain their amplified magical effects, they must be no further than thirty meters from one another.&lt;br /&gt;
**Each character with the conjoinment has a total of fifteen spells and four disciplines that are combined when near one another.&lt;br /&gt;
***Unlike their split soul, the mana pools of conjoined souls are the same, and do not combine when close.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CD86D6;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soul of a Magical Lifeform===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[Mixed Acquisition prevents the standard acquisition of this trait; it must be found by other means.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
This type of soul is hardly seen inside of mortal beings, if ever. They are extremely advanced and condensed versions of sentient souls, yet their power manifests in a far more volatile and energetic fashion than their regular counterparts. Magical lifeforms are all around us, yet most we do not see them very often. Spirits, Elementals and everything similar to them carry these souls, yet the energy within the souls varies heavily from one to the other. Due to the vast magical energy within them-are effectively immortal, due to the soul not needing to leech off their life force. There are major downsides, however, when hosted within a mortal body.&lt;br /&gt;
&lt;br /&gt;
During the first stages of carrying such a soul, regardless of how one acquired it, they will begin to lose the need to eat, drink and sleep, as well as the loss of most of their emotions. This can be described as feeling almost robotic, in a sense. In addition, their forms become vastly more frail, and are susceptible to breaking bones, internal damage and death far more easily than normal beings. Though it doesn&#039;t show on the outside, the body becomes far more like an eggshell as opposed to the strong system that it should be. Diseases and other negative effects are almost entirely effective against their person, hastening the process of infection and deepening the symptoms often to the point of death. Common traits of those with souls such as these are things such as anaemia and other internal disorders that make them vastly more frail. However, they are immune to conventional soul-born curses such as Vallahism or Lycanthropy, as they tend to be purged by the arcane forces moving through the soul.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarifications [OOC]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
*People who carry the Soul of a Magical Lifeform are functionally immortal age-wise.&lt;br /&gt;
*Mortal bodies that carry the Soul of a Magical Lifeform have changed blood. No longer does it need to carry oxygen or nutrients, but mana. This blood cannot be regenerated by alchemical means, blood loss affects the person more acutely, and beings such as vallah are unable to sustain themselves off of it.&lt;br /&gt;
*The downsides are the lack of needing to eat, breathe, drink or sleep. In addition, they lose the ability to genuinely host many emotions, both negative and positive.&lt;br /&gt;
**In addition, the person becomes extremely frail, and unable to have its body defend itself against disease or poisons like some others may. Their strength and speed reduces by one tier and they suffer a malus of a -5 Hit Point maximum.&lt;br /&gt;
***Refer to the [[index.php?title=Strength &amp;amp; Speed Ranks=|Strength &amp;amp; Speed]] rank chart.&lt;br /&gt;
*People whom carry the Soul of a Magical lifeform are granted many boons magically, such as having a maximum of forty spells as opposed to thirty and one more spell point for each tier.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
====Outdated Information====&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Sentient beings too are fully capable of creating and hosting these souls themselves-but they carry a few key differences. Those with the soul of a magical lifeform carry the ability to host an expanded forty spells, as opposed to the regular thirty of a normal soul. In addition-they can hold twenty more mana then the standard soul.&lt;br /&gt;
*People whom carry the Soul of a Magical lifeform are granted many boons magically, such as having forty spells as opposed to thirty, twenty more mana then their current cap.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CD86D6;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dual Souls===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#CF4E48;&amp;quot;&amp;gt;&lt;br /&gt;
Dual Souls requires 2 players.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
A dual soul anomaly occurs when twins in the womb result in one of them perishing. When this occurs, instead of safely dissipating, the second soul inserts itself into the body of the first, and both become somehow anchored to the same form during a brief conflict. The result is two very different people, often the same original sex, within one body. As they grow, it often becomes clear to anyone from outside that personality instability is commonplace, though between two distinct forms.&lt;br /&gt;
&lt;br /&gt;
While the body actively grows and remains the same with no anomalies, it is noted that only a single aurum protects and encases the souls together. This could have been caused by any number of reasons, but this effective split doesn&#039;t tend to be universal through the two persons. It is noted that while one of the two souls are in control, the other apparently still sees and creates memories, as if looking through a glass window and experiencing such things. Due to this, both personalities can have different affinities toward different professions and ways of life, despite &amp;quot;muscle memory&amp;quot; being built in.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Clarifications [OOC]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
*A dual soul is two full souls in one body with two distinct and separate personalities. When one souls is in control, the other is effectively watching through a window, but telepathy between the two is available at all times, barring the other souls removal. In addition, since both actively see what is occurring, they have the same memories.&lt;br /&gt;
*Due to the time apart from their bodies, each soul only has a limited time to be able to learn new things. Each soul can only learn one profession and due to having just one aurum, a single aurum type.&lt;br /&gt;
**In the case of a special aurum, it is possible for one person to have learned and be efficient at it while the other personality is totally inept and incapable. The same goes for mundane skills.&lt;br /&gt;
*The two souls controlling the single body can often fight for control, though this is left up to the player discretion on how it works.&lt;br /&gt;
**Souls can relinquish control to the other at any time.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color:#CD86D6;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overloading Soul===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
The overloading soul is a tragic case of a conception that has presented far too much magical energies in the environment around them. Though there is no idea what the exact cause is, one thing is for certain; All those with an overloading soul die young. While normally mana stored within the soul does not regenerate, of or if it does it is at a very slow pace. The overloading soul regenerates at an extreme accelerated rate, much like a cancer. Unlike a normal soul, it is not capable of releasing excess magical energy safely-if at all. As such, over the course of the growth of the person, an overloading soul can reach a massive 180 mana threshold, six times that of a sentient soul. When certain age groups are reached, the overloading soul tends to culminate in an &amp;quot;Outburst&amp;quot;, releasing a dangerous and toxic amount of magical energy into the hosts body, deteriorating them further and further as they grow.&lt;br /&gt;
&lt;br /&gt;
Despite its rarity the overloading soul has been researched to the ends of the mortal realm humanely to no avail. To those which inherit it this illness is terminal, and the soul is so volatile that anything more than curses will cause immediate death. Even the divines dare not touch the soul, as the volatility from environmental changes alone prevents them from even getting close. One major difference to this is that those with an overloaded soul need not sleep, eat or drink. The body sustains itself off of the massive-if not unhealthy amount of magical energy being released from the soul.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clarifications [OOC]:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
*People whom carry the Overloaded soul have their lifespan cut in half, and receive negative traits when they reach certain age groups.&lt;br /&gt;
*The upsides are lack of needing to eat, drink or sleep. Due to the immense amount of pain they are in, it can be said they have a somewhat higher pain tolerance, however they are knocked unconscious far more easily than the average person.&lt;br /&gt;
*Those afflicted with an overloaded soul can only inherit curses (barring GV), and are unable to acquire the Aura, Bond or Mana traits.&lt;br /&gt;
*Those afflicted with an overloaded soul carries an unnatural and toxic regeneration to their physical form, which always scars any wounds they receive.&lt;br /&gt;
**Minor wounds take 3 emotes to heal, Mild takes 4, Moderate takes 5, Severe takes 6, and Lethal wounds will not heal in time regardless.&lt;br /&gt;
*Outbursts are an onset of afflictions that occur and evolve throughout the life of the overloaded, and are permanent and stack along with every new outburst until they die.&lt;br /&gt;
**&amp;lt;u&amp;gt;Outbursts&amp;lt;/u&amp;gt;&lt;br /&gt;
***&#039;&#039;&#039;Newborn - Child&#039;&#039;&#039;&lt;br /&gt;
****The overloaded seems to have an almost white lightning like crackle in their pupil, and are often struck by episodes of sudden pain with no rhyme or reason that leave them in tears.&lt;br /&gt;
***&#039;&#039;&#039;Child - Adolescent&#039;&#039;&#039;&lt;br /&gt;
****The overloaded no longer needs to eat drink or sleep. A dull pain is now constant through their body along with the episodes, and their veins and arteries darken to a deeper violet that is very prevalent on their skin.&lt;br /&gt;
****If the overloaded suffers from [[vallahism]], the curse is further amplified by the overloading soul, causing it so that daylight actively burns the skin of the vallah, and if they are outside and exposed for more than five emotes, they perish from injury. Because of the amplified magical energies, they do not need to feed on others, and completely bypass any notions of instinctual bloodlust.&lt;br /&gt;
****If the overloaded suffers from [[lycanthropy]], when they transform their fur is largely missing. Instead, massive blackened lightning scars wreck their body, smoking and still searing as the transformation nearly destroys the body from within. This pain makes controlling the ferality of the lycan all but impossible, however the suffused magical energy within the form is enough so that the lycan can interact and harm ethereal beings.&lt;br /&gt;
****The overloaded suffers from being weaker and slower by one stage.&lt;br /&gt;
***&#039;&#039;&#039;Adolescent - Adult&#039;&#039;&#039;&lt;br /&gt;
****The overloaded&#039;s iris is now a pure, intangible white, and they begin to suffer from somewhat poor eyesight to far away objects. They can now see easily in the dark, if they couldn&#039;t already.&lt;br /&gt;
****The overloaded&#039;s weakness is amplified, and now suffers from being weaker and slower by two stages, and suffering a malus of a -10 Hit Point maximum.&lt;br /&gt;
****The overloaded&#039;s soul reaches its highest unstable state, and as such even revivals for the afflicted become dangerous. If a person with an overloaded soul is revived, the overloaded must roll a 1d20 with a DC of twelve, plus two for every death they have suffered. If they fail to meet the DC, the soul shatters within the body, ruining both the soul and the body beyond repair.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{BottomBar}}&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Techlock&amp;diff=2403</id>
		<title>Techlock</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Techlock&amp;diff=2403"/>
		<updated>2025-07-20T03:46:51Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Restricted Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;----&#039;&#039;The Ephimoria Techlock is constantly fluctuating, and can change or shift at any time as the fracture reveals new secrets and technology.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;However, the large bulk of what is restricted or limited in some way shall be listed in this &amp;quot;Techlock&amp;quot; page, as official documentation.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Restricted Technology ==&lt;br /&gt;
&lt;br /&gt;
* Rifled Weaponry.&lt;br /&gt;
* Handheld Explosives of any kind. (Molotov Cocktails Excluded)&lt;br /&gt;
* Handheld &#039;Guns&#039; of any sort.&lt;br /&gt;
* Penicillin&lt;br /&gt;
* Activated Carbon&lt;br /&gt;
* Gears, Cogs, or Mechanisms smaller than 5 Centimeters in Diameter.&lt;br /&gt;
** Complicated Clockwork is &#039;&#039;&#039;Heavily Restricted&#039;&#039;&#039; and requires Active Lore Approval.&lt;br /&gt;
* The Concept of Electricity&lt;br /&gt;
* Large steam powered devices/engines&lt;br /&gt;
* Spring steel and coil springs&lt;br /&gt;
* Perfect Corrective Lenses&lt;br /&gt;
* Circuits of Any Kind&lt;br /&gt;
* Compressed Air&lt;br /&gt;
* Water Pumps in excess of 15 Liters per Minute. (Must be Specifically Approved by Lore Team).&lt;br /&gt;
** Water Pumps must be powered by manual labor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Note on Cannons:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Cannons and Gunpowder, created through use of Sulfur, and Saltpeter is permitted, however the following restrictions apply.&lt;br /&gt;
** Gunpower must be approved individually by the Lore Team.&lt;br /&gt;
** Cannons must be approved individually by the Lore Team.&lt;br /&gt;
&lt;br /&gt;
== Restricted Metals ==&lt;br /&gt;
&lt;br /&gt;
* Aluminum&lt;br /&gt;
* Barium&lt;br /&gt;
* Bismuth&lt;br /&gt;
* Chromium&lt;br /&gt;
* Iridium&lt;br /&gt;
* Magnesium&lt;br /&gt;
* Manganese&lt;br /&gt;
* Mercury&lt;br /&gt;
* Neodymium (Magnets)&lt;br /&gt;
* Nickel&lt;br /&gt;
* Palladium&lt;br /&gt;
* Plutonium&lt;br /&gt;
* Potassium&lt;br /&gt;
* Sodium&lt;br /&gt;
* Thallium&lt;br /&gt;
* Titanium&lt;br /&gt;
* Tungsten&lt;br /&gt;
* Uranium&lt;br /&gt;
* Zinc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;All other Pseudo-Metals and Metals out of Techlock are Restricted&#039;&#039;&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2402</id>
		<title>Magecraft: The Simulacrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2402"/>
		<updated>2025-07-18T22:24:13Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Spell Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the Mixed Acquisition Restriction of the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Guidelines &amp;amp; Restrictions]] clause, and must be acquired through roleplay.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;margin:auto;width:65%;color:lightgrey;&amp;quot;&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Transmutations &amp;amp; Transfixions]]&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Overburn]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
==Magecraft Trees==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Primal]]&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power of the elements at your very fingertips.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;Psionic abilities to disrupt and dissuade opponents.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Life]]&lt;br /&gt;
|[[Eldritch]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power to heal and give aid, while also slowing down and impairing.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;A pathway to abilities of magecraft some would consider..unnatural...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|[[Arcane]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The keystone of knowledge, and ever versatile in use.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Magecraft is a developed ability created by the peoples of this world to wield and use what little mana is left. Origin magic was, for millennia, the standard form of magic. Miracles and powers which were used and abused in equal measure by all the races in the world..until one day the Miasma appeared. Without warning, this small violet cloud began to enshroud the world around it, absorbing the elements of life, and leaving nothing but more of itself in its wake.&lt;br /&gt;
&lt;br /&gt;
Aura, Mana, Shakti. Nothing was safe nor sacred as its cloud spread over city after city, landmass after landmass. Draining from the land, mana, and in turn origin magic, slowly began to fail. At some point, the miasma itself evolved, and managed to turn one of their greatest tools, and their greatest defense against them. Those who wielded origin magic began to suffer from corrosion sickness, much like those who were within the cloud for too long. Many lost magi began to appear due to this, and in response, origin magic was banned  by the nations of the world to try and prevent the spread.&lt;br /&gt;
&lt;br /&gt;
But it could only do so much. Magic was an essential piece of the world, and many things were lost forever without it, so an alternative had to be found before losses mounted further. Though her name is now lost to time, a breakthrough occurred when a magi managed to discover an old system which used a vastly weaker form of magic called magecraft as a substitute to origin magic. Though it was an extremely dated simulacrum of the miracles they could once perform, it did not cause corrosion sickness.&lt;br /&gt;
&lt;br /&gt;
Magecraft as it is called, is an imitation. It is a system which uses what little mana exists in the world efficiently in order to cast spells, albeit at a vastly weaker level. It required changes in spellcasting, often using materials to substitute raw mana, and had results far less effective than they had hoped. Magecraft, compared to origin magic, is no doubt inferior. But one singular spell can spell the difference between victory..and extinction.&lt;br /&gt;
&lt;br /&gt;
== The Focus &amp;amp; Casting Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== The Focus ===&lt;br /&gt;
The focus in simple terms is a tool designed to cast the spells of the mage, no more or less in function. Be it an orb, a lute, a staff, a deck of cards or an amulet, it can come in any form without restriction, but the basics remain the same. It serves no greater purpose by itself then simply being the point at which you channel mana into the form of a spell. They appear normal to the naked eye until they are activated to cast a spell, but are always active when seen with magical sight.&lt;br /&gt;
&lt;br /&gt;
A magecraft user can only have one focus attuned at a time, but is capable of casting cantrips and tier 1 spells with just their body.&lt;br /&gt;
&lt;br /&gt;
=== Creating Focuses ===&lt;br /&gt;
To create a focus, one must attune themselves by spending some time linking themselves and the mana they wield to their focus. This is done uniquely by each individual, but there are a couple constants. An arcane circle drawn around the focus which channels mana into the instrument, and the wielder being within it for a few minutes, committing to an action that is intimate with the focus itself, (I.E playing a tune with the lute, preparing your hair and correctly fitting the headpiece or pin where it belongs) and finally, casting a spell with the focus which completes the connection.&lt;br /&gt;
&lt;br /&gt;
Attuned focuses have an element of magical protection, making them difficult to break unless by unweaving. Furthermore, mages are capable of summoning their attuned focus to them at any time without expending an action. To use a focus, it must be attached to the mage’s body in some way shape or form, even if connected via an artificial limb, or limb which is not directly touching, but has some connection to the body.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Spells &amp;amp; Spell Tiers ===&lt;br /&gt;
Casting spells is different for every magecraft user. While the technique behind it leads to the same result, how people go about them is radically different depending on your focus, your personality, and how the wielder imagines it when they cast it.&lt;br /&gt;
&lt;br /&gt;
Not all spells are on an equal level to one another. Some are more complex and powerful then their lesser cousins, causing discrepancy in the amount of energy needed to cast them. The more intricate the spell, the more energy that must be invested to achieve the desired result.&lt;br /&gt;
*Cantrips: The basic foundations of magecraft, these spells range from simple levitation of objects, to magical writings, creating a small lightsource, or something making a small flame in one’s hand. These spells are easy to learn and can be taught even in a limited capacity to those who do not partake in magecraft, but their effects are extremely minor.&lt;br /&gt;
*Tier 1: This tier contains spells which are more complex in nature then basic cantrips, and require effort and energy to be able to cast. Useful in a pinch and for general use, they can achieve greater results than cantrips, but lack the complexity and power that higher tier spells can achieve.&lt;br /&gt;
*Tier 2: The proverbial backbone of a magecraft user&#039;s knowledge, tier 2 spells are potent abilities which range wildly in variety based on the trees of magic that exist, but are capable of both big and small results that pack plenty of punch.&lt;br /&gt;
*Tier 3: The real heavy hitters, tier 3 spells are extremely complex and powerful spells that achieve very large and potent results, but in turn require just as much force put into them which they put out. For a single wielder, this is the peak of what they can safely achieve without harming themselves or their focus.&lt;br /&gt;
*Tier 4: Spells of this tier are generally ritual spells involving two or more wielders to be done. Spells of this caliber are too intricate for one normal mage, and thus require the power of multiple to achieve the greater result that is desired.&lt;br /&gt;
*Tier 5: Tier 5 spells are that which border on origin magic, and cannot be achieved by normal means.&lt;br /&gt;
&lt;br /&gt;
=== Concentration ===&lt;br /&gt;
A spell either requires concentration or not. A spell with concentration is usually channelled for multiple turns. While concentrating on a spell, a mage cannot cast another spell or make an attack. Outside of combat, a concentration spell cannot be maintained passively. If concentration is broken, the concentrated spell ends. Some spells may be active for as long as the caster is concentrating. This is called Channelling.&lt;br /&gt;
&lt;br /&gt;
=== Spell Points ===&lt;br /&gt;
Spell points, sometimes referred to as &amp;quot;Mana&amp;quot;, are a measure of energy a mage possesses to cast spells. Every spell, except those of Cantrip tier, requires one Spell Point of the spell&#039;s respective tier to cast. Once a mage has exhausted their spell points, they may no longer cast a spell of that tier unless they use a spell point of a tier higher than the spell they are attempting to cast. (e.g. If a mage wants to cast a tier one spell but have exhausted their spell points of that tier, they may use spell points of tier 2 or 3 instead.) Spell points are replenished after a stressful scenario (e.g. an event) has ended, or at a DM&#039;s discretion. Spells that consume a Spell Point do not need to roll to hit, though damaging cantrips require a d20 to be rolled in order to hit (following normal projectile rules).&lt;br /&gt;
&lt;br /&gt;
== Levels of Knowledge ==&lt;br /&gt;
Initiate: Initiate magecraft users are those who have just begun their journey in magecraft and have only begun to learn the basics of the intricacies of the works of mana. They can only learn tier 1 spells, and are unable to teach anyone else magecraft for as long as they remain at this level. Once they learn their tenth spell, they automatically advance to Adept, the next level of learning.&lt;br /&gt;
*Spells Learned: 1-9&lt;br /&gt;
*Signature Spells: 0&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Four Points&lt;br /&gt;
**Tier 2: N/A&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Adept: Magecraft users of this level are those who are deeper in their journey in magic and have begun to learn the deeper intricacies of mana and how to wield it into stronger spells. They can only learn tier 2 spells, and are able to teach others  magecraft at a slower pace as long as they remain at this level. They can learn 3 signature spells, and once they learn their twentieth spell, they automatically advance to Magister, the final level of learning.&lt;br /&gt;
*Spells Learned: 10-19&lt;br /&gt;
*Signature Spells: 3&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Five Points&lt;br /&gt;
**Tier 2: Three Points&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Magister: Magister magecraft users are those who have begun to master the power of  magecraft and have delved deep into the infinite complexity of its uses. They can learn tier 3 spells, and are able to teach others  magecraft. They can learn a maximum of thirty spells alongside 5 signature spells, and have reached the edges of conventional wisdom.&lt;br /&gt;
*Maximum Spells: 30&lt;br /&gt;
*Signature Spells: 5&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Six Points&lt;br /&gt;
**Tier 2: Five Points&lt;br /&gt;
**Tier 3: Four Points&lt;br /&gt;
&lt;br /&gt;
== The Infusion Ritual &amp;amp; Learning Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== Infusion ===&lt;br /&gt;
The Infusion ritual is the phenomenon in which someone is granted the ability to become a magecraft user themselves. This is generally done by Magisters who use an intricate spell which mimics the enlightenment of original magic, though without a leyline or the protections usually offered by the spell used to defend their aurum. Upon the completion of the ritual, a new magical initiate is created, who begins their journey anew like so many others have before them.&lt;br /&gt;
&lt;br /&gt;
=== Teaching and Learning ===&lt;br /&gt;
Even the greatest of mages were once novices, and required a mentor to guide them. A mentor’s guidance is crucial in navigating the intricacies of magic, ensuring that the mages of tomorrow wield their gifts with aplomb and control. As each generation of mages rises, they carry forward the teachings of those who came before, preserving the ancient knowledge and breathing life into the ever-evolving tapestry of magic.&lt;br /&gt;
&lt;br /&gt;
A mentor is a mage that has achieved either the Adept or Magister level of Magecraft and has taken on a student. A student may be of any level and may learn as much as they choose, be it a Magister who wishes to learn a spell from one of their peers or a Initiate taking their first steps into Magecraft. A student learns a spell from a mentor by studying and observing their spellcasting technique, understanding the theoretical composition, and practicing the spell themselves. The time taken to learn a spell is determined by both the student’s and the mentor’s respective ability, and is given by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:25%;&amp;quot;|[[File:MagecraftLearning.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, it takes an Initiate mage 5 (OOC) days of RP to learn a spell from a Magister mentor. These are days in which RP of learning the spell must take place between student and mentor. The days do not have to be consecutive. If a student changes mentor while they are learning a spell, the days of learning carry over. A Magister’s understanding of magecraft is such that they may teach other mages spells that are not in their grimoire, even if they do not use that spell themselves.&lt;br /&gt;
&lt;br /&gt;
==== Teaching Non-Mages ==== &lt;br /&gt;
In some cases, non-mages can be taught limited magic. Although the process takes longer due to a lack of experience and attunement, a non-mage may be taught one cantrip. It takes a non-mage 12 days (OOC and containing RP) to learn a cantrip, and they can only be taught by a Magister. Non-mages may also wield tier 1 spells, but only if reagents from that spell are prepared for them by a mage.&lt;br /&gt;
&lt;br /&gt;
==== Self-Teaching ==== &lt;br /&gt;
Adept or Magister level mages are capable of self-teaching spells. Without the help of a mentor, this process takes longer than usual. For an Adept mage, it takes 8 days to self-learn a spell and for a Magister it takes 4. This is also the amount of time needed to create a signature spell. While self-rp is not required for self-teaching, the process should be referenced or respected during IC interactions. &lt;br /&gt;
&lt;br /&gt;
=== Signature Spells ===&lt;br /&gt;
A signature spell is a unique spell created by an Adept or Magister level mage. Signature spells may belong to any tier and possess any effect, provided it is approved by the Lore Curator. Signature spells are counted outside of total available spells, and for an Adept count towards progression to Magister. If a mage learns another mage’s signature spell, it also counts as a signature spell for that mage. If 3 mages in total know the spell, it is added to the list of known spells and no longer consumes a signature spell spot.&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2401</id>
		<title>Magecraft: The Simulacrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2401"/>
		<updated>2025-04-01T02:14:43Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* The Focus &amp;amp; Casting Magecraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the Mixed Acquisition Restriction of the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Guidelines &amp;amp; Restrictions]] clause, and must be acquired through roleplay.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;margin:auto;width:65%;color:lightgrey;&amp;quot;&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Transmutations &amp;amp; Transfixions]]&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Overburn]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
==Magecraft Trees==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Primal]]&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power of the elements at your very fingertips.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;Psionic abilities to disrupt and dissuade opponents.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Life]]&lt;br /&gt;
|[[Eldritch]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power to heal and give aid, while also slowing down and impairing.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;A pathway to abilities of magecraft some would consider..unnatural...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|[[Arcane]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The keystone of knowledge, and ever versatile in use.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Magecraft is a developed ability created by the peoples of this world to wield and use what little mana is left. Origin magic was, for millennia, the standard form of magic. Miracles and powers which were used and abused in equal measure by all the races in the world..until one day the Miasma appeared. Without warning, this small violet cloud began to enshroud the world around it, absorbing the elements of life, and leaving nothing but more of itself in its wake.&lt;br /&gt;
&lt;br /&gt;
Aura, Mana, Shakti. Nothing was safe nor sacred as its cloud spread over city after city, landmass after landmass. Draining from the land, mana, and in turn origin magic, slowly began to fail. At some point, the miasma itself evolved, and managed to turn one of their greatest tools, and their greatest defense against them. Those who wielded origin magic began to suffer from corrosion sickness, much like those who were within the cloud for too long. Many lost magi began to appear due to this, and in response, origin magic was banned  by the nations of the world to try and prevent the spread.&lt;br /&gt;
&lt;br /&gt;
But it could only do so much. Magic was an essential piece of the world, and many things were lost forever without it, so an alternative had to be found before losses mounted further. Though her name is now lost to time, a breakthrough occurred when a magi managed to discover an old system which used a vastly weaker form of magic called magecraft as a substitute to origin magic. Though it was an extremely dated simulacrum of the miracles they could once perform, it did not cause corrosion sickness.&lt;br /&gt;
&lt;br /&gt;
Magecraft as it is called, is an imitation. It is a system which uses what little mana exists in the world efficiently in order to cast spells, albeit at a vastly weaker level. It required changes in spellcasting, often using materials to substitute raw mana, and had results far less effective than they had hoped. Magecraft, compared to origin magic, is no doubt inferior. But one singular spell can spell the difference between victory..and extinction.&lt;br /&gt;
&lt;br /&gt;
== The Focus &amp;amp; Casting Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== The Focus ===&lt;br /&gt;
The focus in simple terms is a tool designed to cast the spells of the mage, no more or less in function. Be it an orb, a lute, a staff, a deck of cards or an amulet, it can come in any form without restriction, but the basics remain the same. It serves no greater purpose by itself then simply being the point at which you channel mana into the form of a spell. They appear normal to the naked eye until they are activated to cast a spell, but are always active when seen with magical sight.&lt;br /&gt;
&lt;br /&gt;
A magecraft user can only have one focus attuned at a time, but is capable of casting cantrips and tier 1 spells with just their body.&lt;br /&gt;
&lt;br /&gt;
=== Creating Focuses ===&lt;br /&gt;
To create a focus, one must attune themselves by spending some time linking themselves and the mana they wield to their focus. This is done uniquely by each individual, but there are a couple constants. An arcane circle drawn around the focus which channels mana into the instrument, and the wielder being within it for a few minutes, committing to an action that is intimate with the focus itself, (I.E playing a tune with the lute, preparing your hair and correctly fitting the headpiece or pin where it belongs) and finally, casting a spell with the focus which completes the connection.&lt;br /&gt;
&lt;br /&gt;
Attuned focuses have an element of magical protection, making them difficult to break unless by unweaving. Furthermore, mages are capable of summoning their attuned focus to them at any time without expending an action. To use a focus, it must be attached to the mage’s body in some way shape or form, even if connected via an artificial limb, or limb which is not directly touching, but has some connection to the body.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Spells &amp;amp; Spell Tiers ===&lt;br /&gt;
Casting spells is different for every magecraft user. While the technique behind it leads to the same result, how people go about them is radically different depending on your focus, your personality, and how the wielder imagines it when they cast it.&lt;br /&gt;
&lt;br /&gt;
Not all spells are on an equal level to one another. Some are more complex and powerful then their lesser cousins, causing discrepancy in the amount of energy needed to cast them. The more intricate the spell, the more energy that must be invested to achieve the desired result.&lt;br /&gt;
*Cantrips: The basic foundations of magecraft, these spells range from simple levitation of objects, to magical writings, creating a small lightsource, or something making a small flame in one’s hand. These spells are easy to learn and can be taught even in a limited capacity to those who do not partake in magecraft, but their effects are extremely minor.&lt;br /&gt;
*Tier 1: This tier contains spells which are more complex in nature then basic cantrips, and require effort and energy to be able to cast. Useful in a pinch and for general use, they can achieve greater results than cantrips, but lack the complexity and power that higher tier spells can achieve.&lt;br /&gt;
*Tier 2: The proverbial backbone of a magecraft user&#039;s knowledge, tier 2 spells are potent abilities which range wildly in variety based on the trees of magic that exist, but are capable of both big and small results that pack plenty of punch.&lt;br /&gt;
*Tier 3: The real heavy hitters, tier 3 spells are extremely complex and powerful spells that achieve very large and potent results, but in turn require just as much force put into them which they put out. For a single wielder, this is the peak of what they can safely achieve without harming themselves or their focus.&lt;br /&gt;
*Tier 4: Spells of this tier are generally ritual spells involving two or more wielders to be done. Spells of this caliber are too intricate for one normal mage, and thus require the power of multiple to achieve the greater result that is desired.&lt;br /&gt;
*Tier 5: Tier 5 spells are that which border on origin magic, and cannot be achieved by normal means.&lt;br /&gt;
&lt;br /&gt;
=== Concentration ===&lt;br /&gt;
A spell either requires concentration or not. A spell with concentration is usually channelled for multiple turns. While concentrating on a spell, a mage cannot cast another spell or make an attack. Outside of combat, a concentration spell cannot be maintained passively. If concentration is broken, the concentrated spell ends. Some spells may be active for as long as the caster is concentrating. This is called Channelling.&lt;br /&gt;
&lt;br /&gt;
=== Spell Points ===&lt;br /&gt;
Spell points, sometimes referred to as &amp;quot;Mana&amp;quot;, are a measure of energy a mage possesses to cast spells. Every spell, except those of Cantrip tier, requires one Spell Point of the spell&#039;s respective tier to cast. Once a mage has exhausted their spell points, they may no longer cast a spell of that tier unless they use a spell point of a tier higher than the spell they are attempting to cast. (e.g. If a mage wants to cast a tier one spell but have exhausted their spell points of that tier, they may use spell points of tier 2 or 3 instead.) Spell points are replenished after a stressful scenario (e.g. an event) has ended, or at a DM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
== Levels of Knowledge ==&lt;br /&gt;
Initiate: Initiate magecraft users are those who have just begun their journey in magecraft and have only begun to learn the basics of the intricacies of the works of mana. They can only learn tier 1 spells, and are unable to teach anyone else magecraft for as long as they remain at this level. Once they learn their tenth spell, they automatically advance to Adept, the next level of learning.&lt;br /&gt;
*Spells Learned: 1-9&lt;br /&gt;
*Signature Spells: 0&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Four Points&lt;br /&gt;
**Tier 2: N/A&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Adept: Magecraft users of this level are those who are deeper in their journey in magic and have begun to learn the deeper intricacies of mana and how to wield it into stronger spells. They can only learn tier 2 spells, and are able to teach others  magecraft at a slower pace as long as they remain at this level. They can learn 3 signature spells, and once they learn their twentieth spell, they automatically advance to Magister, the final level of learning.&lt;br /&gt;
*Spells Learned: 10-19&lt;br /&gt;
*Signature Spells: 3&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Five Points&lt;br /&gt;
**Tier 2: Three Points&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Magister: Magister magecraft users are those who have begun to master the power of  magecraft and have delved deep into the infinite complexity of its uses. They can learn tier 3 spells, and are able to teach others  magecraft. They can learn a maximum of thirty spells alongside 5 signature spells, and have reached the edges of conventional wisdom.&lt;br /&gt;
*Maximum Spells: 30&lt;br /&gt;
*Signature Spells: 5&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Six Points&lt;br /&gt;
**Tier 2: Five Points&lt;br /&gt;
**Tier 3: Four Points&lt;br /&gt;
&lt;br /&gt;
== The Infusion Ritual &amp;amp; Learning Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== Infusion ===&lt;br /&gt;
The Infusion ritual is the phenomenon in which someone is granted the ability to become a magecraft user themselves. This is generally done by Magisters who use an intricate spell which mimics the enlightenment of original magic, though without a leyline or the protections usually offered by the spell used to defend their aurum. Upon the completion of the ritual, a new magical initiate is created, who begins their journey anew like so many others have before them.&lt;br /&gt;
&lt;br /&gt;
=== Teaching and Learning ===&lt;br /&gt;
Even the greatest of mages were once novices, and required a mentor to guide them. A mentor’s guidance is crucial in navigating the intricacies of magic, ensuring that the mages of tomorrow wield their gifts with aplomb and control. As each generation of mages rises, they carry forward the teachings of those who came before, preserving the ancient knowledge and breathing life into the ever-evolving tapestry of magic.&lt;br /&gt;
&lt;br /&gt;
A mentor is a mage that has achieved either the Adept or Magister level of Magecraft and has taken on a student. A student may be of any level and may learn as much as they choose, be it a Magister who wishes to learn a spell from one of their peers or a Initiate taking their first steps into Magecraft. A student learns a spell from a mentor by studying and observing their spellcasting technique, understanding the theoretical composition, and practicing the spell themselves. The time taken to learn a spell is determined by both the student’s and the mentor’s respective ability, and is given by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:25%;&amp;quot;|[[File:MagecraftLearning.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, it takes an Initiate mage 5 (OOC) days of RP to learn a spell from a Magister mentor. These are days in which RP of learning the spell must take place between student and mentor. The days do not have to be consecutive. If a student changes mentor while they are learning a spell, the days of learning carry over. A Magister’s understanding of magecraft is such that they may teach other mages spells that are not in their grimoire, even if they do not use that spell themselves.&lt;br /&gt;
&lt;br /&gt;
==== Teaching Non-Mages ==== &lt;br /&gt;
In some cases, non-mages can be taught limited magic. Although the process takes longer due to a lack of experience and attunement, a non-mage may be taught one cantrip. It takes a non-mage 12 days (OOC and containing RP) to learn a cantrip, and they can only be taught by a Magister. Non-mages may also wield tier 1 spells, but only if reagents from that spell are prepared for them by a mage.&lt;br /&gt;
&lt;br /&gt;
==== Self-Teaching ==== &lt;br /&gt;
Adept or Magister level mages are capable of self-teaching spells. Without the help of a mentor, this process takes longer than usual. For an Adept mage, it takes 8 days to self-learn a spell and for a Magister it takes 4. This is also the amount of time needed to create a signature spell. While self-rp is not required for self-teaching, the process should be referenced or respected during IC interactions. &lt;br /&gt;
&lt;br /&gt;
=== Signature Spells ===&lt;br /&gt;
A signature spell is a unique spell created by an Adept or Magister level mage. Signature spells may belong to any tier and possess any effect, provided it is approved by the Lore Curator. Signature spells are counted outside of total available spells, and for an Adept count towards progression to Magister. If a mage learns another mage’s signature spell, it also counts as a signature spell for that mage. If 3 mages in total know the spell, it is added to the list of known spells and no longer consumes a signature spell spot.&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2394</id>
		<title>Magecraft: The Simulacrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2394"/>
		<updated>2025-03-02T00:14:21Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Concentration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the Mixed Acquisition Restriction of the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Guidelines &amp;amp; Restrictions]] clause, and must be acquired through roleplay.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;margin:auto;width:65%;color:lightgrey;&amp;quot;&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Transmutations &amp;amp; Transfixions]]&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Overburn]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
==Magecraft Trees==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Primal]]&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power of the elements at your very fingertips.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;Psionic abilities to disrupt and dissuade opponents.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Life]]&lt;br /&gt;
|[[Eldritch]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power to heal and give aid, while also slowing down and impairing.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;A pathway to abilities of magecraft some would consider..unnatural...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|[[Arcane]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The keystone of knowledge, and ever versatile in use.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Magecraft is a developed ability created by the peoples of this world to wield and use what little mana is left. Origin magic was, for millennia, the standard form of magic. Miracles and powers which were used and abused in equal measure by all the races in the world..until one day the Miasma appeared. Without warning, this small violet cloud began to enshroud the world around it, absorbing the elements of life, and leaving nothing but more of itself in its wake.&lt;br /&gt;
&lt;br /&gt;
Aura, Mana, Shakti. Nothing was safe nor sacred as its cloud spread over city after city, landmass after landmass. Draining from the land, mana, and in turn origin magic, slowly began to fail. At some point, the miasma itself evolved, and managed to turn one of their greatest tools, and their greatest defense against them. Those who wielded origin magic began to suffer from corrosion sickness, much like those who were within the cloud for too long. Many lost magi began to appear due to this, and in response, origin magic was banned  by the nations of the world to try and prevent the spread.&lt;br /&gt;
&lt;br /&gt;
But it could only do so much. Magic was an essential piece of the world, and many things were lost forever without it, so an alternative had to be found before losses mounted further. Though her name is now lost to time, a breakthrough occurred when a magi managed to discover an old system which used a vastly weaker form of magic called magecraft as a substitute to origin magic. Though it was an extremely dated simulacrum of the miracles they could once perform, it did not cause corrosion sickness.&lt;br /&gt;
&lt;br /&gt;
Magecraft as it is called, is an imitation. It is a system which uses what little mana exists in the world efficiently in order to cast spells, albeit at a vastly weaker level. It required changes in spellcasting, often using materials to substitute raw mana, and had results far less effective than they had hoped. Magecraft, compared to origin magic, is no doubt inferior. But one singular spell can spell the difference between victory..and extinction.&lt;br /&gt;
&lt;br /&gt;
== The Focus &amp;amp; Casting Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== The Focus ===&lt;br /&gt;
The focus in simple terms is a tool designed to cast the spells of the mage, no more or less in function. Be it an orb, a lute, a staff, a deck of cards or an amulet, it can come in any form without restriction, but the basics remain the same. It serves no greater purpose by itself then simply being the point at which you channel mana into the form of a spell. They appear normal to the naked eye until they are activated to cast a spell, but are always active when seen with magical sight.&lt;br /&gt;
&lt;br /&gt;
A magecraft user can only have one focus attuned at a time, but is capable of casting cantrips and tier 1 spells with just their body.&lt;br /&gt;
&lt;br /&gt;
=== Creating Focuses ===&lt;br /&gt;
To create a focus, one must attune themselves by spending some time linking themselves and the mana they wield to their focus. This is done uniquely by each individual, but there are a couple constants. An arcane circle drawn around the focus which channels mana into the instrument, and the wielder being within it for a few minutes, committing to an action that is intimate with the focus itself, (I.E playing a tune with the lute, preparing your hair and correctly fitting the headpiece or pin where it belongs) and finally, casting a spell with the focus which completes the connection.&lt;br /&gt;
&lt;br /&gt;
Attuned focuses have an element of magical protection, making them difficult to break unless by unweaving. Furthermore, mages are capable of summoning their attuned focus to them at any time without expending an action. To use a focus, it must be attached to the mage’s body in some way shape or form, even if connected via an artificial limb, or limb which is not directly touching, but has some connection to the body.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Spells &amp;amp; Spell Tiers ===&lt;br /&gt;
Casting spells is different for every magecraft user. While the technique behind it leads to the same result, how people go about them is radically different depending on your focus, your personality, and how the wielder imagines it when they cast it.&lt;br /&gt;
&lt;br /&gt;
Not all spells are on an equal level to one another. Some are more complex and powerful then their lesser cousins, causing discrepancy in the amount of energy needed to cast them. The more intricate the spell, the more energy that must be invested to achieve the desired result.&lt;br /&gt;
*Cantrips: The basic foundations of magecraft, these spells range from simple levitation of objects, to magical writings, creating a small lightsource, or something making a small flame in one’s hand. These spells are easy to learn and can be taught even in a limited capacity to those who do not partake in magecraft, but their effects are extremely minor.&lt;br /&gt;
*Tier 1: This tier contains spells which are more complex in nature then basic cantrips, and require effort and energy to be able to cast. Useful in a pinch and for general use, they can achieve greater results than cantrips, but lack the complexity and power that higher tier spells can achieve.&lt;br /&gt;
*Tier 2: The proverbial backbone of a magecraft user&#039;s knowledge, tier 2 spells are potent abilities which range wildly in variety based on the trees of magic that exist, but are capable of both big and small results that pack plenty of punch.&lt;br /&gt;
*Tier 3: The real heavy hitters, tier 3 spells are extremely complex and powerful spells that achieve very large and potent results, but in turn require just as much force put into them which they put out. For a single wielder, this is the peak of what they can safely achieve without harming themselves or their focus.&lt;br /&gt;
*Tier 4: Spells of this tier are generally ritual spells involving two or more wielders to be done. Spells of this caliber are too intricate for one normal mage, and thus require the power of multiple to achieve the greater result that is desired.&lt;br /&gt;
*Tier 5: Tier 5 spells are that which border on origin magic, and cannot be achieved by normal means.&lt;br /&gt;
&lt;br /&gt;
=== Concentration ===&lt;br /&gt;
A spell either requires concentration or not. A spell with concentration is usually channelled for multiple turns. While concentrating on a spell, a mage cannot cast another spell or make an attack. Outside of combat, a concentration spell cannot be maintained passively. If concentration is broken, the concentrated spell ends. Some spells may be active for as long as the caster is concentrating. This is called Channelling.&lt;br /&gt;
&lt;br /&gt;
== Levels of Knowledge ==&lt;br /&gt;
Initiate: Initiate magecraft users are those who have just begun their journey in magecraft and have only begun to learn the basics of the intricacies of the works of mana. They can only learn tier 1 spells, and are unable to teach anyone else magecraft for as long as they remain at this level. Once they learn their tenth spell, they automatically advance to Adept, the next level of learning.&lt;br /&gt;
*Spells Learned: 1-9&lt;br /&gt;
*Signature Spells: 0&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Four Points&lt;br /&gt;
**Tier 2: N/A&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Adept: Magecraft users of this level are those who are deeper in their journey in magic and have begun to learn the deeper intricacies of mana and how to wield it into stronger spells. They can only learn tier 2 spells, and are able to teach others  magecraft at a slower pace as long as they remain at this level. They can learn 3 signature spells, and once they learn their twentieth spell, they automatically advance to Magister, the final level of learning.&lt;br /&gt;
*Spells Learned: 10-19&lt;br /&gt;
*Signature Spells: 3&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Five Points&lt;br /&gt;
**Tier 2: Three Points&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Magister: Magister magecraft users are those who have begun to master the power of  magecraft and have delved deep into the infinite complexity of its uses. They can learn tier 3 spells, and are able to teach others  magecraft. They can learn a maximum of thirty spells alongside 5 signature spells, and have reached the edges of conventional wisdom.&lt;br /&gt;
*Maximum Spells: 30&lt;br /&gt;
*Signature Spells: 5&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Six Points&lt;br /&gt;
**Tier 2: Five Points&lt;br /&gt;
**Tier 3: Four Points&lt;br /&gt;
&lt;br /&gt;
== The Infusion Ritual &amp;amp; Learning Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== Infusion ===&lt;br /&gt;
The Infusion ritual is the phenomenon in which someone is granted the ability to become a magecraft user themselves. This is generally done by Magisters who use an intricate spell which mimics the enlightenment of original magic, though without a leyline or the protections usually offered by the spell used to defend their aurum. Upon the completion of the ritual, a new magical initiate is created, who begins their journey anew like so many others have before them.&lt;br /&gt;
&lt;br /&gt;
=== Teaching and Learning ===&lt;br /&gt;
Even the greatest of mages were once novices, and required a mentor to guide them. A mentor’s guidance is crucial in navigating the intricacies of magic, ensuring that the mages of tomorrow wield their gifts with aplomb and control. As each generation of mages rises, they carry forward the teachings of those who came before, preserving the ancient knowledge and breathing life into the ever-evolving tapestry of magic.&lt;br /&gt;
&lt;br /&gt;
A mentor is a mage that has achieved either the Adept or Magister level of Magecraft and has taken on a student. A student may be of any level and may learn as much as they choose, be it a Magister who wishes to learn a spell from one of their peers or a Initiate taking their first steps into Magecraft. A student learns a spell from a mentor by studying and observing their spellcasting technique, understanding the theoretical composition, and practicing the spell themselves. The time taken to learn a spell is determined by both the student’s and the mentor’s respective ability, and is given by the following table:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto;text-align:center;width:100%;&amp;quot;&lt;br /&gt;
| style=&amp;quot;width:25%;&amp;quot;|[[File:MagecraftLearning.png|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For example, it takes an Initiate mage 5 (OOC) days of RP to learn a spell from a Magister mentor. These are days in which RP of learning the spell must take place between student and mentor. The days do not have to be consecutive. If a student changes mentor while they are learning a spell, the days of learning carry over. A Magister’s understanding of magecraft is such that they may teach other mages spells that are not in their grimoire, even if they do not use that spell themselves.&lt;br /&gt;
&lt;br /&gt;
==== Teaching Non-Mages ==== &lt;br /&gt;
In some cases, non-mages can be taught limited magic. Although the process takes longer due to a lack of experience and attunement, a non-mage may be taught one cantrip. It takes a non-mage 12 days (OOC and containing RP) to learn a cantrip, and they can only be taught by a Magister. Non-mages may also wield tier 1 spells, but only if reagents from that spell are prepared for them by a mage.&lt;br /&gt;
&lt;br /&gt;
==== Self-Teaching ==== &lt;br /&gt;
Adept or Magister level mages are capable of self-teaching spells. Without the help of a mentor, this process takes longer than usual. For an Adept mage, it takes 8 days to self-learn a spell and for a Magister it takes 4. This is also the amount of time needed to create a signature spell. While self-rp is not required for self-teaching, the process should be referenced or respected during IC interactions. &lt;br /&gt;
&lt;br /&gt;
=== Signature Spells ===&lt;br /&gt;
A signature spell is a unique spell created by an Adept or Magister level mage. Signature spells may belong to any tier and possess any effect, provided it is approved by the Lore Curator. Signature spells are counted outside of total available spells, and for an Adept count towards progression to Magister. If a mage learns another mage’s signature spell, it also counts as a signature spell for that mage. If 3 mages in total know the spell, it is added to the list of known spells and no longer consumes a signature spell spot.&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Illusion&amp;diff=2393</id>
		<title>Illusion</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Illusion&amp;diff=2393"/>
		<updated>2025-03-02T00:12:36Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Tier 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:#9747ff;&amp;quot;&amp;gt;&lt;br /&gt;
Unless otherwise stated, Illusion spells deal Feedback damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
= Illusion, The Psionic Tree =&lt;br /&gt;
The Illusion discipline encompasses the affairs of the mind and dreams through visual and auditory illusions, and aspects of the mind directly for memory and emotional manipulation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
Spell Name: Telepathic Message&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Line of Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a telepathic link between themselves and a target, allowing them to send a mental message to that target. The caster cannot hear messages back unless the target also knows this spell. If the target is unwilling to hear any more, they may easily block out the message.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Minor Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates an image up to 1x1x1m or a sound that cannot exceed the volume of their speaking voice. The images are slightly ethereal, making the nature of the illusion fairly obvious. This spell can be used for the purpose of demonstration, aesthetics, or art.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
Spell Name: Change Colour&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster changes the color of something. This spell can be used on objects, creatures, or anything the caster can touch. This only works on objects/areas in a 3x3x3 meter volume or smaller.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Imitate Voice&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster imitates the voice of another that they’ve heard. It can imitate any accent or level of speech; however, the caster cannot understand or speak foreign languages this way.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Auditory Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a false sound heard in a 15-meter radius. It sounds akin to anything the caster may desire; for example, a roar of a lion may echo across the landscape, or the crashing sound of rocks colliding with the ground may be heard.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Project Memory&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on one of their own memories, projecting it as an illusion for others to see. Optionally, they may withdraw specific memories as a silvery liquid that may be poured into water to project the memory at any time. The liquid is recoverable afterwards. If the memory is fabricated or altered in any way, the deceit is detectable by other mages with this spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Lie Detector&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster establishes a link between their mind and the mind of a target with consent, enabling them to detect whether the target is lying, being misleading, or telling the truth. The caster will instantly know the truthfulness of the statements made by the target. Additionally, the caster can choose to manifest a harmless glowing orb above the target, visually indicating their truthfulness: Red for lying, Yellow for being misleading, Green for telling the truth.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Telepathy&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Until Dispelled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a telepathic link between two willing targets, allowing them to communicate mentally with one another. This connection remains active as long as both targets remain within range of each other. If either target moves beyond this range, the telepathic connection is severed prematurely. The spell will fail if either of the targets is unwilling to participate in the connection.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Dream Messenger&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster or a willing participant enters a dream to act as a messenger. While in the trance they are incapacitated with no speed. The target of the message must be in the same realm of existence. The messenger appears in the target&#039;s dream and may communicate with them so long as the target remains asleep. The messenger can shape the imagery and environment of the dream. The messenger can leave the dream/spell at any time. The target must be asleep for this spell to work. This may not be casted while the messenger or target are in combat.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Comprehend Language&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster gains an understanding of spoken languages by accessing the surface of the speaker’s mind. They cannot respond verbally, nor can they understand written language using this spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Headache&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster targets a sentient creature and overwhelms their senses, causing a painful headache and nosebleeds and dealing 2d4 Feedback damage. Additionally, the target’s concentration is broken.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Sense Emotion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: Laying their hand over the bare skin of a sentient being, the caster is able to sense their emotions as if it was their own for the duration of the spell. This does not allow them to read their mind or detect the cause of such emotions, only to sense the general disposition of the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
Spell Name: Transparency&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 8 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self/Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster can imbue themselves or a target they’re touching and alter their form and equipment to be completely transparent, effectively invisible. While this spell is active, those affected still make sound. Beginning to cast or otherwise interacting with people or objects will cause this spell to end instantly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Distort Speech&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster chooses a target within their range, distorting their words to become unintelligible for the duration. How the speech forms is up to the caster. They may even use this spell to change what they were saying entirely, crafting their own sentences with the target’s voice. The target will hear the false speech and be aware that it is not what they were trying to say.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mask Sound&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters Around Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster mutes all sound around themselves, causing no vibrations to enter or escape the barrier. This “mute bubble” moves with the caster and will contain all sound within.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Earsplitter&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 1 Turn&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 5 Meter Radius Around the Caster&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster releases a loud shockwave of piercing sound that will stun everyone within range for a turn as well as break the concentration of all concentration-based casters. Targets in range take 2d4 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Silence&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on a single target within range and silences their ability to create any sort of sound for the duration of the spell. This includes things such as using their vocal cords to create any sound or stomping their foot or hand to make noise. This also prevents speech-based casting.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Tap the Surface&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Line of Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to read the thoughts of a target within range, hearing the current surface-level thoughts that the target is experiencing. After a single thought is heard, the target is vaguely aware that someone is listening but is unable to tell who. This enables the caster to hear messages passed through Telepathy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mental Protection&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Reaction, 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a protective barrier around themselves or a target within range, preventing their mind from being altered or influenced. This spell blocks any form of psionic, emotional, or mind manipulation abilities. The barrier is effective for the duration of the spell, safeguarding the target from mental intrusion or alterations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
Spell Name: Probe&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channelled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster delves into the memories of a target, shifting through their recollections. The caster can either search for specific memories or remove/alter up to 1 full OOC day’s worth of memories without OOC consent.&amp;lt;br /&amp;gt;&lt;br /&gt;
With OOC consent, the caster may alter or remove more than 24 OOC hours of memories, up to a total of 2 OOC weeks. When memories are removed, they manifest as a silvery liquid.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, the caster may project the target’s memories as an illusion visible to others or choose to view them privately.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Avatar&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 20 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, &amp;gt;50 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster conjures an avatar of themselves, indistinguishable from their actual form to the naked eye. If the caster is within 50m of the avatar, the avatar will begin to flicker and fade, unable to make any actions. While the avatar is active, it may physically interact with objects, cast spells at Cantrip level, Tier 1 and 2 with 2 spell slots in each, and participate in combat with half of the HP of the caster, rounding down. Spell slots consumed by the avatar are also consumed by the caster, and the avatar may not cast if the caster’s spell slots are already diminished. If the avatar reaches 0 HP, it will discorporate and vanish. The caster is able to view the world through the avatar’s eyes and control the avatar’s movements from afar, allowing it to speak and behave as they would, though will not suffer any damage dealt to the avatar.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Pacify&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 8 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster floods passive and calming emotions into the target’s mind, overwhelming them with a sense of peace and passivity. The target will become calm and passive for the duration of the spell, losing motivation to continue aggressive actions. While this spell cannot stop someone mid-battle, it may reduce their will to fight. The spell is effective unless the situation is extremely intense, in which case it may have diminished effect. If the target is attacked, the spell ends immediately. Otherwise, the passiveness persists for the entire duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Command&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster dictates a single-word command to a target within range, compelling the target to follow the command to the best of their ability. The target’s interpretation of the word is influenced by context; for instance, if the caster orders a target to &amp;quot;speak&amp;quot; in the middle of an interrogation, the target may say something relevant to the situation but not exactly what the caster intended. The target is compelled to follow the command before they can act freely again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The target must roll a 1d20 and achieve a result of 14 or higher to resist the command. If the target fails the roll, they must obey the directive given by the caster. This spell cannot compel the target to commit suicide or inflict harm upon themselves in any form.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Disguise&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 OOC Days&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a powerful illusion around themselves or another person/creature, making it appear as though their physical appearance has changed. The illusion molds around the body and appears entirely real and tangible, but it does not alter the actual physical mechanics of the individual. The illusion can be shaped to mimic another person or any form the caster chooses, but if the caster wishes to mimic another person, they must have detailed knowledge of that person’s appearance. This is best achieved by having the target within sight in order to perfectly replicate their appearance.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The spell cannot alter the size/weight of the individual or change the sound of their voice. While the illusion can be crafted to look very convincing, it does not change the physical properties of the person or their soul, meaning they will retain their original physical abilities. This spell may only be cast once every 2 OOC weeks.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Illusion&amp;diff=2392</id>
		<title>Illusion</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Illusion&amp;diff=2392"/>
		<updated>2025-03-02T00:09:56Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Tier 3 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:#9747ff;&amp;quot;&amp;gt;&lt;br /&gt;
Unless otherwise stated, Illusion spells deal Feedback damage.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
= Illusion, The Psionic Tree =&lt;br /&gt;
The Illusion discipline encompasses the affairs of the mind and dreams through visual and auditory illusions, and aspects of the mind directly for memory and emotional manipulation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cantrips ==&lt;br /&gt;
Spell Name: Telepathic Message&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Line of Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a telepathic link between themselves and a target, allowing them to send a mental message to that target. The caster cannot hear messages back unless the target also knows this spell. If the target is unwilling to hear any more, they may easily block out the message.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Minor Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: Cantrip&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates an image up to 1x1x1m or a sound that cannot exceed the volume of their speaking voice. The images are slightly ethereal, making the nature of the illusion fairly obvious. This spell can be used for the purpose of demonstration, aesthetics, or art.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 1 ==&lt;br /&gt;
Spell Name: Change Colour&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Permanent&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster changes the color of something. This spell can be used on objects, creatures, or anything the caster can touch. This only works on objects/areas in a 3x3x3 meter volume or smaller.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Imitate Voice&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster imitates the voice of another that they’ve heard. It can imitate any accent or level of speech; however, the caster cannot understand or speak foreign languages this way.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Auditory Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a false sound heard in a 15-meter radius. It sounds akin to anything the caster may desire; for example, a roar of a lion may echo across the landscape, or the crashing sound of rocks colliding with the ground may be heard.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Project Memory&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on one of their own memories, projecting it as an illusion for others to see. Optionally, they may withdraw specific memories as a silvery liquid that may be poured into water to project the memory at any time. The liquid is recoverable afterwards. If the memory is fabricated or altered in any way, the deceit is detectable by other mages with this spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Lie Detector&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channeled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster establishes a link between their mind and the mind of a target with consent, enabling them to detect whether the target is lying, being misleading, or telling the truth. The caster will instantly know the truthfulness of the statements made by the target. Additionally, the caster can choose to manifest a harmless glowing orb above the target, visually indicating their truthfulness: Red for lying, Yellow for being misleading, Green for telling the truth.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Telepathy&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Until Dispelled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a telepathic link between two willing targets, allowing them to communicate mentally with one another. This connection remains active as long as both targets remain within range of each other. If either target moves beyond this range, the telepathic connection is severed prematurely. The spell will fail if either of the targets is unwilling to participate in the connection.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Dream Messenger&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster or a willing participant enters a dream to act as a messenger. While in the trance they are incapacitated with no speed. The target of the message must be in the same realm of existence. The messenger appears in the target&#039;s dream and may communicate with them so long as the target remains asleep. The messenger can shape the imagery and environment of the dream. The messenger can leave the dream/spell at any time. The target must be asleep for this spell to work. This may not be casted while the messenger or target are in combat.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Comprehend Language&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster gains an understanding of spoken languages by accessing the surface of the speaker’s mind. They cannot respond verbally, nor can they understand written language using this spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Headache&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 15m&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster targets a sentient creature and overwhelms their senses, causing a painful headache and nosebleeds and dealing 2d4 Feedback damage. Additionally, the target’s concentration is broken.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Sense Emotion&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: Laying their hand over the bare skin of a sentient being, the caster is able to sense their emotions as if it was their own for the duration of the spell. This does not allow them to read their mind or detect the cause of such emotions, only to sense the general disposition of the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 2 ==&lt;br /&gt;
Spell Name: Transparency&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 8 turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self/Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect: The caster can imbue themselves or a target they’re touching and alter their form and equipment to be completely transparent, effectively invisible. While this spell is active, those affected still make sound. Beginning to cast or otherwise interacting with people or objects will cause this spell to end instantly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Distort Speech&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster chooses a target within their range, distorting their words to become unintelligible for the duration. How the speech forms is up to the caster. They may even use this spell to change what they were saying entirely, crafting their own sentences with the target’s voice. The target will hear the false speech and be aware that it is not what they were trying to say.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mask Sound&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters Around Self&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster mutes all sound around themselves, causing no vibrations to enter or escape the barrier. This “mute bubble” moves with the caster and will contain all sound within.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Earsplitter&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 1 Turn&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 5 Meter Radius Around the Caster&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster releases a loud shockwave of piercing sound that will stun everyone within range for a turn as well as break the concentration of all concentration-based casters. Targets in range take 2d4 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Silence&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster focuses on a single target within range and silences their ability to create any sort of sound for the duration of the spell. This includes things such as using their vocal cords to create any sound or stomping their foot or hand to make noise. This also prevents speech-based casting.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Tap the Surface&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Line of Sight&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster is able to read the thoughts of a target within range, hearing the current surface-level thoughts that the target is experiencing. After a single thought is heard, the target is vaguely aware that someone is listening but is unable to tell who. This enables the caster to hear messages passed through Telepathy.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Mental Protection&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Reaction, 10 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, 10 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a protective barrier around themselves or a target within range, preventing their mind from being altered or influenced. This spell blocks any form of psionic, emotional, or mind manipulation abilities. The barrier is effective for the duration of the spell, safeguarding the target from mental intrusion or alterations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tier 3 ==&lt;br /&gt;
Spell Name: Probe&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Channelled&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster delves into the memories of a target, shifting through their recollections. The caster can either search for specific memories or remove/alter up to 1 full OOC day’s worth of memories without OOC consent.&amp;lt;br /&amp;gt;&lt;br /&gt;
With OOC consent, the caster may alter or remove more than 24 OOC hours of memories, up to a total of 2 OOC weeks. When memories are removed, they manifest as a silvery liquid.&amp;lt;br /&amp;gt;&lt;br /&gt;
Additionally, the caster may project the target’s memories as an illusion visible to others or choose to view them privately.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Avatar&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 20 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, &amp;gt;50 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster conjures an avatar of themselves, indistinguishable from their actual form to the naked eye. If the caster is within 50m of the avatar, the avatar will begin to flicker and fade, unable to make any actions. While the avatar is active, it may physically interact with objects, cast spells at Cantrip level, Tier 1 and 2 with 2 spell slots in each, and participate in combat with half of the HP of the caster, rounding down. Spell slots consumed by the avatar are also consumed by the caster, and the avatar may not cast if the caster’s spell slots are already diminished. If the avatar reaches 0 HP, it will discorporate and vanish. The caster is able to view the world through the avatar’s eyes and control the avatar’s movements from afar, allowing it to speak and interact with items as they can, though will not suffer any damage dealt to the avatar.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Pacify&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 5 Turns&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 8 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: True&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster floods passive and calming emotions into the target’s mind, overwhelming them with a sense of peace and passivity. The target will become calm and passive for the duration of the spell, losing motivation to continue aggressive actions. While this spell cannot stop someone mid-battle, it may reduce their will to fight. The spell is effective unless the situation is extremely intense, in which case it may have diminished effect. If the target is attacked, the spell ends immediately. Otherwise, the passiveness persists for the entire duration.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Command&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: Instant&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: 5 Meters&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster dictates a single-word command to a target within range, compelling the target to follow the command to the best of their ability. The target’s interpretation of the word is influenced by context; for instance, if the caster orders a target to &amp;quot;speak&amp;quot; in the middle of an interrogation, the target may say something relevant to the situation but not exactly what the caster intended. The target is compelled to follow the command before they can act freely again.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The target must roll a 1d20 and achieve a result of 14 or higher to resist the command. If the target fails the roll, they must obey the directive given by the caster. This spell cannot compel the target to commit suicide or inflict harm upon themselves in any form.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Name: Disguise&amp;lt;br /&amp;gt;&lt;br /&gt;
Discipline: Illusion&amp;lt;br /&amp;gt;&lt;br /&gt;
Tier: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Duration: 3 OOC Days&amp;lt;br /&amp;gt;&lt;br /&gt;
Range: Self, Touch&amp;lt;br /&amp;gt;&lt;br /&gt;
Concentration: False&amp;lt;br /&amp;gt;&lt;br /&gt;
Ritual: False&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Spell Effect:&amp;lt;br /&amp;gt;&lt;br /&gt;
The caster creates a powerful illusion around themselves or another person/creature, making it appear as though their physical appearance has changed. The illusion molds around the body and appears entirely real and tangible, but it does not alter the actual physical mechanics of the individual. The illusion can be shaped to mimic another person or any form the caster chooses, but if the caster wishes to mimic another person, they must have detailed knowledge of that person’s appearance. This is best achieved by having the target within sight in order to perfectly replicate their appearance.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The spell cannot alter the size/weight of the individual or change the sound of their voice. While the illusion can be crafted to look very convincing, it does not change the physical properties of the person or their soul, meaning they will retain their original physical abilities. This spell may only be cast once every 2 OOC weeks.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
	</entry>
	<entry>
		<id>https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2391</id>
		<title>Magecraft: The Simulacrum</title>
		<link rel="alternate" type="text/html" href="https://wiki.ephimoria.com/index.php?title=Magecraft:_The_Simulacrum&amp;diff=2391"/>
		<updated>2025-03-01T23:03:53Z</updated>

		<summary type="html">&lt;p&gt;Cat956: /* Self-Teaching */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center;font-size:20px;color:red;&amp;quot;&amp;gt;&lt;br /&gt;
[This trait falls under the Mixed Acquisition Restriction of the [[Guidelines &amp;amp; Restrictions#Guidelines_&amp;amp;_Restrictions|Guidelines &amp;amp; Restrictions]] clause, and must be acquired through roleplay.]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;margin:auto;width:65%;color:lightgrey;&amp;quot;&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Transmutations &amp;amp; Transfixions]]&lt;br /&gt;
|style=&amp;quot;font-size:20px;padding:10px&amp;quot;|[[Overburn]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&lt;br /&gt;
==Magecraft Trees==&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:85%;margin:auto;text-align:center;font-size:25px;color:lightgrey&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Primal]]&lt;br /&gt;
|style=&amp;quot;width:50%;&amp;quot;|[[Illusion]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power of the elements at your very fingertips.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;Psionic abilities to disrupt and dissuade opponents.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[Life]]&lt;br /&gt;
|[[Eldritch]]&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The power to heal and give aid, while also slowing down and impairing.&#039;&#039;&lt;br /&gt;
|style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;A pathway to abilities of magecraft some would consider..unnatural...&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|[[Arcane]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size:15px;padding:10px&amp;quot;|&#039;&#039;The keystone of knowledge, and ever versatile in use.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Magecraft is a developed ability created by the peoples of this world to wield and use what little mana is left. Origin magic was, for millennia, the standard form of magic. Miracles and powers which were used and abused in equal measure by all the races in the world..until one day the Miasma appeared. Without warning, this small violet cloud began to enshroud the world around it, absorbing the elements of life, and leaving nothing but more of itself in its wake.&lt;br /&gt;
&lt;br /&gt;
Aura, Mana, Shakti. Nothing was safe nor sacred as its cloud spread over city after city, landmass after landmass. Draining from the land, mana, and in turn origin magic, slowly began to fail. At some point, the miasma itself evolved, and managed to turn one of their greatest tools, and their greatest defense against them. Those who wielded origin magic began to suffer from corrosion sickness, much like those who were within the cloud for too long. Many lost magi began to appear due to this, and in response, origin magic was banned  by the nations of the world to try and prevent the spread.&lt;br /&gt;
&lt;br /&gt;
But it could only do so much. Magic was an essential piece of the world, and many things were lost forever without it, so an alternative had to be found before losses mounted further. Though her name is now lost to time, a breakthrough occurred when a magi managed to discover an old system which used a vastly weaker form of magic called magecraft as a substitute to origin magic. Though it was an extremely dated simulacrum of the miracles they could once perform, it did not cause corrosion sickness.&lt;br /&gt;
&lt;br /&gt;
Magecraft as it is called, is an imitation. It is a system which uses what little mana exists in the world efficiently in order to cast spells, albeit at a vastly weaker level. It required changes in spellcasting, often using materials to substitute raw mana, and had results far less effective than they had hoped. Magecraft, compared to origin magic, is no doubt inferior. But one singular spell can spell the difference between victory..and extinction.&lt;br /&gt;
&lt;br /&gt;
== The Focus &amp;amp; Casting Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== The Focus ===&lt;br /&gt;
The focus in simple terms is a tool designed to cast the spells of the mage, no more or less in function. Be it an orb, a lute, a staff, a deck of cards or an amulet, it can come in any form without restriction, but the basics remain the same. It serves no greater purpose by itself then simply being the point at which you channel mana into the form of a spell. They appear normal to the naked eye until they are activated to cast a spell, but are always active when seen with magical sight.&lt;br /&gt;
&lt;br /&gt;
A magecraft user can only have one focus attuned at a time, but is capable of casting cantrips and tier 1 spells with just their body.&lt;br /&gt;
&lt;br /&gt;
=== Creating Focuses ===&lt;br /&gt;
To create a focus, one must attune themselves by spending some time linking themselves and the mana they wield to their focus. This is done uniquely by each individual, but there are a couple constants. An arcane circle drawn around the focus which channels mana into the instrument, and the wielder being within it for a few minutes, committing to an action that is intimate with the focus itself, (I.E playing a tune with the lute, preparing your hair and correctly fitting the headpiece or pin where it belongs) and finally, casting a spell with the focus which completes the connection.&lt;br /&gt;
&lt;br /&gt;
Attuned focuses have an element of magical protection, making them difficult to break unless by unweaving. Furthermore, mages are capable of summoning their attuned focus to them at any time without expending an action. To use a focus, it must be attached to the mage’s body in some way shape or form, even if connected via an artificial limb, or limb which is not directly touching, but has some connection to the body.&lt;br /&gt;
&lt;br /&gt;
=== Preparing Spells &amp;amp; Spell Tiers ===&lt;br /&gt;
Casting spells is different for every magecraft user. While the technique behind it leads to the same result, how people go about them is radically different depending on your focus, your personality, and how the wielder imagines it when they cast it.&lt;br /&gt;
&lt;br /&gt;
Not all spells are on an equal level to one another. Some are more complex and powerful then their lesser cousins, causing discrepancy in the amount of energy needed to cast them. The more intricate the spell, the more energy that must be invested to achieve the desired result.&lt;br /&gt;
*Cantrips: The basic foundations of magecraft, these spells range from simple levitation of objects, to magical writings, creating a small lightsource, or something making a small flame in one’s hand. These spells are easy to learn and can be taught even in a limited capacity to those who do not partake in magecraft, but their effects are extremely minor.&lt;br /&gt;
*Tier 1: This tier contains spells which are more complex in nature then basic cantrips, and require effort and energy to be able to cast. Useful in a pinch and for general use, they can achieve greater results than cantrips, but lack the complexity and power that higher tier spells can achieve.&lt;br /&gt;
*Tier 2: The proverbial backbone of a magecraft user&#039;s knowledge, tier 2 spells are potent abilities which range wildly in variety based on the trees of magic that exist, but are capable of both big and small results that pack plenty of punch.&lt;br /&gt;
*Tier 3: The real heavy hitters, tier 3 spells are extremely complex and powerful spells that achieve very large and potent results, but in turn require just as much force put into them which they put out. For a single wielder, this is the peak of what they can safely achieve without harming themselves or their focus.&lt;br /&gt;
*Tier 4: Spells of this tier are generally ritual spells involving two or more wielders to be done. Spells of this caliber are too intricate for one normal mage, and thus require the power of multiple to achieve the greater result that is desired.&lt;br /&gt;
*Tier 5: Tier 5 spells are that which border on origin magic, and cannot be achieved by normal means.&lt;br /&gt;
&lt;br /&gt;
=== Concentration ===&lt;br /&gt;
A spell either requires concentration or not. A spell with concentration is usually channelled for multiple turns. While concentrating on a spell, a mage cannot cast another spell or make an attack. If concentration is broken, the concentrated spell ends. Some spells may be active for as long as the caster is concentrating. This is called Channelling.&lt;br /&gt;
&lt;br /&gt;
== Levels of Knowledge ==&lt;br /&gt;
Initiate: Initiate magecraft users are those who have just begun their journey in magecraft and have only begun to learn the basics of the intricacies of the works of mana. They can only learn tier 1 spells, and are unable to teach anyone else magecraft for as long as they remain at this level. Once they learn their tenth spell, they automatically advance to Adept, the next level of learning.&lt;br /&gt;
*Spells Learned: 1-9&lt;br /&gt;
*Signature Spells: 0&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Four Points&lt;br /&gt;
**Tier 2: N/A&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Adept: Magecraft users of this level are those who are deeper in their journey in magic and have begun to learn the deeper intricacies of mana and how to wield it into stronger spells. They can only learn tier 2 spells, and are able to teach others  magecraft at a slower pace as long as they remain at this level. They can learn 3 signature spells, and once they learn their twentieth spell, they automatically advance to Magister, the final level of learning.&lt;br /&gt;
*Spells Learned: 10-19&lt;br /&gt;
*Signature Spells: 3&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Five Points&lt;br /&gt;
**Tier 2: Three Points&lt;br /&gt;
**Tier 3: N/A&lt;br /&gt;
&lt;br /&gt;
Magister: Magister magecraft users are those who have begun to master the power of  magecraft and have delved deep into the infinite complexity of its uses. They can learn tier 3 spells, and are able to teach others  magecraft. They can learn a maximum of thirty spells alongside 5 signature spells, and have reached the edges of conventional wisdom.&lt;br /&gt;
*Maximum Spells: 30&lt;br /&gt;
*Signature Spells: 5&lt;br /&gt;
*Spell Points: &lt;br /&gt;
**Tier 1: Six Points&lt;br /&gt;
**Tier 2: Five Points&lt;br /&gt;
**Tier 3: Four Points&lt;br /&gt;
&lt;br /&gt;
== The Infusion Ritual &amp;amp; Learning Magecraft ==&lt;br /&gt;
&lt;br /&gt;
=== Infusion ===&lt;br /&gt;
The Infusion ritual is the phenomenon in which someone is granted the ability to become a magecraft user themselves. This is generally done by Magisters who use an intricate spell which mimics the enlightenment of original magic, though without a leyline or the protections usually offered by the spell used to defend their aurum. Upon the completion of the ritual, a new magical initiate is created, who begins their journey anew like so many others have before them.&lt;br /&gt;
&lt;br /&gt;
=== Teaching and Learning ===&lt;br /&gt;
Even the greatest of mages were once novices, and required a mentor to guide them. A mentor’s guidance is crucial in navigating the intricacies of magic, ensuring that the mages of tomorrow wield their gifts with aplomb and control. As each generation of mages rises, they carry forward the teachings of those who came before, preserving the ancient knowledge and breathing life into the ever-evolving tapestry of magic.&lt;br /&gt;
&lt;br /&gt;
A mentor is a mage that has achieved either the Adept or Magister level of Magecraft and has taken on a student. A student may be of any level and may learn as much as they choose, be it a Magister who wishes to learn a spell from one of their peers or a Initiate taking their first steps into Magecraft. A student learns a spell from a mentor by studying and observing their spellcasting technique, understanding the theoretical composition, and practicing the spell themselves. The time taken to learn a spell is determined by both the student’s and the mentor’s respective ability, and is given by the following table:&lt;br /&gt;
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For example, it takes an Initiate mage 5 (OOC) days of RP to learn a spell from a Magister mentor. These are days in which RP of learning the spell must take place between student and mentor. The days do not have to be consecutive. If a student changes mentor while they are learning a spell, the days of learning carry over. A Magister’s understanding of magecraft is such that they may teach other mages spells that are not in their grimoire, even if they do not use that spell themselves.&lt;br /&gt;
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==== Teaching Non-Mages ==== &lt;br /&gt;
In some cases, non-mages can be taught limited magic. Although the process takes longer due to a lack of experience and attunement, a non-mage may be taught one cantrip. It takes a non-mage 12 days (OOC and containing RP) to learn a cantrip, and they can only be taught by a Magister. Non-mages may also wield tier 1 spells, but only if reagents from that spell are prepared for them by a mage.&lt;br /&gt;
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==== Self-Teaching ==== &lt;br /&gt;
Adept or Magister level mages are capable of self-teaching spells. Without the help of a mentor, this process takes longer than usual. For an Adept mage, it takes 8 days to self-learn a spell and for a Magister it takes 4. This is also the amount of time needed to create a signature spell. While self-rp is not required for self-teaching, the process should be referenced or respected during IC interactions. &lt;br /&gt;
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=== Signature Spells ===&lt;br /&gt;
A signature spell is a unique spell created by an Adept or Magister level mage. Signature spells may belong to any tier and possess any effect, provided it is approved by the Lore Curator. Signature spells are counted outside of total available spells, and for an Adept count towards progression to Magister. If a mage learns another mage’s signature spell, it also counts as a signature spell for that mage. If 3 mages in total know the spell, it is added to the list of known spells and no longer consumes a signature spell spot.&lt;/div&gt;</summary>
		<author><name>Cat956</name></author>
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