Legends of Belariath

Magic and Enchantments

Listed below are the available spells to date. This list is being added to as visitors to the roleplay make suggestions about what they want to see here. Spells can either be used in battle, out of battle or both and are marked accordingly.

Suggestions can be made via the Message Board, if there are spells you would like adding to the list or if you would like to join discussions about the use of magic in Belariath.

Battle Spells


Aura Spear:
Level required: 30
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restriction: Magi ::
Level: Magi x7 ::

A lesser known cousin to the Energy Slap spell, and far more lethal, Aura Spear is rarely learned outside of the Ruby Temple. Like energy slap, the magi concentrates their aura about their hand but instead of delivering it via a blunt blow, they condense it even further and then shoot it out like a lance towards a target. Incredibly accurate, the spear has been known to, and is used to target the vitals of its intended target. The sheer destructive force put into such a small point renders armor virtually useless and even defensive spells have a limited effect on its path. The downside to such a spell is that it leaves the magi temporarily incapable of casting as their aura retracts back towards their body.

MECHANICS:: This spell functions as a normal ranmagatk, costing 10 + slots stamina to cast, but ignores all defensive modifiers. Damage is calculated as normal. The turn following the casting of this spell though, whether it hits or not, the magi may not cast any sort of spell or evade for stamina.



Aurora:
Class required: Magi
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: It is probably none too surprising that Magi have a wide variety of defensive spells. They did come from a world consumed by warfare after all and incessantly put themselves in harm's way as peacekeepers. One of the primary defensive spells of the Magi is a spell known as Aurora. It summons a veil of, almost intangible, shimmering energy that floats in a rough sphere a few feet about the Magi. Even a child can walk through this veil unimpeded or swing a sword through it, but it heavily resists the passage of light, fast moving objects like arrows and magical energies.

MECHANICS: This spell takes a single round to cast and lasts 1 turn for every slot put into it. The spell costs one stamina for every slot put into the spell used. The caster gains +1 defense against ranged physical and ranged magical attacks for every slot put into this spell. This spell may stack with Nebula and any Defensive Enchantments.



Beglordios Breath:
Level required: 25
Class required: Magi
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Restriction: Magi ::
Level: Magi X6 ::

Once long ago, they spoke of Beglordios, a renowned Magi once said to sit closest to the Sun. Had he? There were few witnesses to the event, legend has it that he delved oft in the arts of the water mages but could never quite duplicate their abilities. Frustration reigned until he'd burst from a nearby lake and soared to high into the sun, spitting out his hatred of those he wished to most be like. And in his rage, a torrent of words spat outwards. It is said that Morpheus heard him and turned the waters upon his flesh to hot steam as he soared higher and higher and those watching swore that he touched upon the flaming star above and that hot rending steam... would be his end. Did he accomplish in death what he could not while living? Those that watched duplicated as close as they could, gathering the energy of flames in one hand and water in the other, slamming them together to create a geyser of steam that scalds the flesh, and damages the eyes of anyone unfortunate enough to be in close proximity to them.

MECHANICS:: This spell costs an immediate 5 + 1 stamina per slot invested and takes 2 turns to cast, being released at the start of the caster's third attack phase. Should the casting be interrupted by a failed defense roll, the spell fails. Should the spell be cast successfully, then the spell affects an area around the Magi of three feet per slot invested in the spell, to a maximum of 45 feet. All within that area must make a Ranged Magic Defense roll, failure to defend against the spell not only takes damage as normal, but are also blinded (-30% to close attack and all defense rolls and -100% to ranged attack rolls) for 1d5 rounds. This is not a Fire or a Water spell, so no modifiers for elemental mages apply to this attack



Deceptive Winds:
Level required: 15
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restriction: Magi ::
Level: Magi X4 ::

The wings upon this feathered race are not just for beauty but for flight as well. The Magi however have learned to utilize these lovely delicacies of nature within the very spells they weave and some are quite dangerous indeed. With their spell leaving the lips of the Magi, the wings upon these curious creatures begin to glow with their aura as they beat first very slowly and then faster, harsher as the spell is slowly set free. Winds can suddenly be heard howling, energy gathered from the air around them and then sent hurtling towards their opponent fast as a gale force carrying with it whatever debris might be in the area. The pressure can and has not only knocked down a stalwart warrior but blown them some feet from the Caster's powerful spell.

MECHANICS:: A standard !ranmagatk is made, damage dealt determined by a standard !damage roll. If the spell strikes successfully, the caster has the option of continuing the high pressure assault. At the cost of 8 additional stamina, a second !ranmagatk vs. !ranmagdef is rolled that same round. If this second roll is successful, the victim is blown back by the spell and neither the magi nor the victim may make close ranged attacks for their following attack phases. This spell counts as an Air spell for the purpose of damage modifiers and those who are resistant to Air damage cannot be blown back by the spell.



Energy Slap:
Race required: Magi

Casting method: other
Defending method: other

Description: It's not unknown for the Magi to be quick in a battle situation. Their very nature seems almost restless at times and tends to make them edgy enough to be more then self-aware of their surroundings. As such, they are also quick spell slingers when the need arises. Gathering the energy around them, the Magi can reform it, shape it into a glove like shape about his slender fingers and then reach out to slap his opposition and leave them shaken upon the floor. The magi can also choose to gather this energy and fling it at an opponent much like a standard bolt spell.
:MECHANICS: The Magi needs only to call out the words of this spell, energy builds and forms about the hand of the caster. This is a typical !clomagatk vs !clomagdef that takes the opponents armour into account. The damage is a normal !damage roll, plus 1 extra point of raw energy damage for every five slots put into this spell to a maximum of + 3 damage at 15 slots. If the magi chooses to use this as a ranged spell instead then it is a normal !ranmagatk vs !ranmagdef roll with no extra damage bonus should the attack hit.



Fantasy:
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Restricted Class: Magi ::
Level: Magi X1 ::

Powerful thoughts and emotions are often as open to the perception of a Magi as the auras of great casters, and though the Magi do not always know what to make of the strong feelings of others, they can often bend and manipulate these potent emotions as deftly as any other magical force. Though this process is hardly a window into the souls of those around them, it can be used to turn a foe or threat's own thoughts against them. With hypnotic, fluid motions of their wings, the Magi tries to fool the victim's mind into projecting an arresting fantasy in the Magi's place. An old lover returned beautiful as ever, a family member once dead or forsaken, a great foe come cackling; the Magi does not choose the image, they simply drive the magics which compel the victim to do so; the Fantasy the victim chooses, whether it be beautiful or horrible, always that which is most likely to halt them in their tracks.

Mechanics: A ranmagatk vs ranmagdef determines success, and if it hits, the target is stunned for 1 round per 3 slots put into the spell. Regardless of how much the spell penetrates, it causes the victim no damage to their LIFE at all. While Stunned, the victim may not commit any offensive actions, but may still defend as normal, including if they wish to activate defensive spells, evade or stumble away. The effects of the spell on the victim are immediately broken if they are subject to any form of attack - magical or physical.



Feathered Bow:
Level required: 10
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Magi X3

Most Magi tend to avoid the more martial forms of combat, largely due to the unwieldy nature of the weapons involved. There is however some great admiration among them for the art of archery, the precision of it appealing to their calculating nature. The Feathered Bow spell was developed initially with sport in mind, a way for all adult Magi to participate in the game of bowmanship. Raising one wing behind them into an almost vertical posture, an incantation is uttered to draw their aura taut as a bowstring around it. their hands mimic the motions of an actual bow being drawn, the length of their seemingly mimed draw corresponding with a building glow in that raised wing, until release sends a feather-like bolt launching from it at an arrows pace, traveling on the air in just the way a physical arrow would. If the Magi's wings are in their aura-form, their energy can actually be condensed into the form of a bow in the magi's grip.

MECHANICS:: This spell takes a single turn to activate at standard cost per slots. In the following round, and for as many rounds as slots are invested, the Magi will be able to use the Feather Bow like any other ranged weapon, with a standard !ranphysatk vs. !ranphysdef, at a cost of 1 stamina per shot. The attack modifier of the bow is equal to half the slots invested, to a max of +8 at 15 slots. Though rolled as a physical attack, physical armor mods do not apply to defense, nor does the physical armor spell. Only magical defense/magic armor spells obstruct these attacks. The Magi cannot fly while this spell is active.



Mystic's Trance:
Level required: 10
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Race Restriction: Magi::
Level: Magi X3 ::

While away from Oceana, most magi are on missions of diplomacy or under orders to observe without interference. This causes many to believe that Magi as a whole are a weak race. But any who have ever made the mistake of acting upon that belief learns swiftly the error of it. Magi are soldiers. Predators to some degree and possess very potent magics. The stronger of the magi can further augment their already impressive magical talents by entering into a 'battle state'. In this state the magi banishes all distractions from their thoughts save for their goal, allowing them to further refine and strengthen their magics. The mental strain it puts on the caster is enormous, magi often utilizing this spell only for decisive first strikes or in desperation.

MECHANICS:: This spell takes a turn to cast and costs an immediate 2 stamina per slot invested. This spell grants +2% to all close magic and ranged magic attack rolls per slot invested and lasts 1 turn for magi x3-4, 2 turns for magi x5-6, and 3 turns for magi x7. This spell can only be cast once per battle.



Nebula:
Class required: Magi
Race required: Magi

Casting method: other
Defending method: none

Description: The second of the Magi's most commonly used defensive spells is known as Nebula. Utilizing their aura the magi creates a very slight, hazy illusion about their form. As they move their body blurs, leaving behind a hazy afterimage. The closer someone comes to the Magi, the harder it is to tell precisely where they are. At range the effect is so minimal that it is entirely ineffective.

MECHANICS: This spell only takes one round to cast and lasts for one turn for every slot put into it. The spell costs one stamina for every slot put into the spell used. The caster gains +1 defense against close physical and close magical attacks for every slot put into this spell. This spell may stack with Aurora and any regular defensive enchantments.



Rainbow Wings:
Level required: 5
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Magi X2

A Magi's wings can at times prove a liability, being a perfect target for grasping hands, swinging blades or flying flames when in their physical form. This spell is one most all Magi will find themselves developing early in their path through life, turning that same liability into a considerable advantage. Through this incantation their feathered wings take on an almost crystalline transparency, through which the faintest glimmer of light is cast into brilliant rainbow colors. Though appearing delicate in this state, their wings are rendered capable of absorbing a potentially extreme impact, or of being used to deal a deadly blow. With wings in their astral form, that crystalline glow of rainbow-lights can envelop the caster entirely.

MECHANICS:: This spell takes a single attack round to cast, at standard stamina costs. Once active, the very first successful attack made against the caster will have any direct damage it deals absorbed, by up to half the number of slots invested. I.E at 15 slots, up to 8 damage will be blocked from reaching the caster. In addition the caster may chose to make a standard !clophyatk with their wings while the spell is still active, which ignores all physical armor/physical armor spells, only obstructed by magical defense enchantments/spells. Attack mod of this strike is equal to half of slots invested, to a max of 8. The moment the spell is used once, either to block damage or as an attack, it comes to an end. The spell will persist a maximum of 3 rounds after casting before it will fade if unused, and cannot be used again for 3 full rounds after its used or it fades.



Silenced Echo:
Level required: 15
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Magi X4

The Magi have learned to harness and manipulate pure, raw energy. They can hone it, building it to be a force to reckon with. It starts out as a low buzzing that echoes within their mind, an irritating distraction at the least to those with normal hearing and gradually rolls, amplifying into a mind numbing shrill for those with sensitive ears, making it near to impossible to focus and/or fight. It is not an easy task and takes skill and great concentration, rewarding the wielder a way to manipulate the very air we breath and using it against their enemy.

MECHANICS:: Two rounds to cast. If the Magi is damaged before the second round, then the spell fails. Stamina cost 1 + 1 extra per slot used. If successful, the spell effects an area around the caster within three feet per slot used to a maximum of forty-five feet. All within that area must make a !ranmagdef roll. If roll fails: victim receives half damage, but also deafens (-25% to defense rolls) for one round per three slots used. Chirots take full damage. Those who are successful in their defense are unaffected.



Squeezing Sortilege:
Level required: 20
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Magi x5

The Magi makes an arcane gesture and channels a streak of magical force at their opponent. The magic would then wrap around their victim, visible perhaps to those attuned to sorcery and definitely to other Magi. The magic would then tighten around their victim like a sorcerous serpent, slowly trying to squeeze the life out of the person. The force would be enough to inhibit movement partially, as well as inflict physical, crushing damage to their victim.

Mechanics: The Magi rolls a standard !ranmagatk against their victim's !ranmagdef. If the Magi wins the roll then the target becomes wrapped by the magi's energies for 1 turn per 3 slots put into the spell rounding down. Each turn following the magi's attack phase (including the round the Magi casts the spell) the victim takes 3 damage as long as the spell is in effect. In addition to this, their mobility is reduced by the spell, causing them to suffer -50% to attack and defense for as long as the spell is in effect. This spell does not inflict crushing damage on the victim's actual items, only their body. This spell may only be used successfully on a target once per combat scene. For a very large creature, like a dragon, a few Magi can each use the spell on a specific body part.



Tether of the Stars:
Level required: 15
Class required: Magi
Race required: Magi

Casting method: ranmagatk
Defending method: ranmagdef

Description: Class Restrictions: Magi ::
Level: Magi X4 ::

There have been many who have stared up in awe as one of the ships of the Magi's navy floated silently overhead, floating on air as if it were water. The secret behind this phenomenon is a rigorously practiced spell known at the Tether of the Stars, that holds the ship up against gravity, tugging it along like some over-sized marionette. It takes teams of magi working in shifts to pilot their naval vessels, but a single magi can still use this spell to their advantage when the need strikes. It works by creating an invisible, magical anchor point that then links itself to a target of the magi's choosing, tugging it towards the anchor as if gravity itself has suddenly shifted directions.

MECHANICS:: This is a one turn cast spell, needing two free hands. A typical !ranmagatk vs. !ranmagdef is rolled costing the magi 1 stamina per slot used. If the Magi wins the roll, his opponent finds one of their limbs abruptly seized by an invisible force and dragged towards the magi's anchor. This deals no damage to the opponent, but effectively renders that appendage immobile for the purposes of spellcasting or combat, causing them to suffer appropriate penalties. The magi may cast a number anchor points equal to the number of times they have taken the magi class, each being able to target a single limb, but the neck is not a viable target. The captured target may attack or !evade as normal during their turn (though likely will be limited to ranged attacks) but are safe from the magi who cannot attack a bound opponent without breaking the concentration needed to maintain the spell. The captured may also elect to use their attack turn to try and rip free of the bonds, able to 'wager' up to 15 stamina in an attempt. Each stamina spent adds +1 to their strength for the purpose a Magi INT vs their STR roll. (So a person with 50 strength who spends 15 stamina would roll a 1d65 against the magi's 1dINT) Should they win they manage to wrestle free of the bonds, if not they have vainly wasted energy in the attempt. If a second limb is captured then their strength roll suffers a -10 penalty to the -result- of the roll. If three limbs are captured they suffer a -30 to the result of the roll and if all four limbs are able to be seized then they are completely at the Magi's mercy and no longer able to attempt escape or any other action.



Vortex of Sand:
Level required: 10
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Magi X3


The Magi are known for their magnificent showmanship and this treasure of a spell is no less spectacular! The way they can manipulate the very air and capture that energy to make it work in their favor by creating a vortex so violent that it can lash out against the victim in a whip-like fashion. As the funnel builds up, spinning 'round and 'round, it picks up the grains of sand, bits of debris and when that power has been harnessed to its full potential, it explodes toward the doomed victims.

:MECHANICS: This spell functions as a standard Ranged Magical attack for Magi x 3 costing 1 stamina per slot and counting armor modifiers for rolls. But upon reaching Magi x4 this spell begins to show its true potential. It takes 2 turns to cast the stronger version of this spell, the first to gather the energies and the second to release it and costs an immediate 1 stamina per slot invested. Any attack landed upon the magi while casting disrupts the spell. If uninterrupted, all targets must roll a Ranged Magical Defense against the Magi's Ranged Magical Attack. Although the attack is magical in origin, the effects are physical, and so Armor modifiers count against this attack. Upon releasing the spell the vortex zips out to strike at a number of targets dependent on the magi's level, losing a little energy the further it travels. Because of this the first targets hit by the spell bear the brunt of its effective force.

Magi X3 up to 1target (@100% damage)
Magi X4 up to 2 targets (Target 1 @100% damage. Target 2 @75% damage)
Magi X5 up to 3 targets (Target 1 @125% damage. Target 2 @100% damage. Target 3 @75% damage)
Magi X6 up to 4 targets (Target 1 @125% damage. Target 2 @100% damage. Target 3 @ 75% damage. Target 4 @50% damage)
Magi x7 up to 5 targets (Target 1 @150% damage. Target 2 @125% damage. Target 3 @ 100% damage. Target 4 @75% damage. Target 5 @50%damage)





Out of Battle Spells


Aura Meld:
Class required: Magi
Race required: Magi

Casting method: other
Defending method: other

Description: Magi X1

Description: The magi may be soldiers, but they are not designed for wars of attrition. If ever the call is made for violence the magi prefer to respond swiftly and with overwhelming force rather than to pit themselves against their foes in prolonged combat. Failing in that they shift to hit and run tactics rather than digging themselves in against a siege. Tactics like these have shaped the magi into a powerful, if fragile fighting force. Any losses they take on the field are usually minimal and Morpheous will resurrect the fallen back on Oceana. Still it isn't easy to remain mobile if weighed down with wounded, so the magi do have a spell that serves to stabilize the injured just enough to get them moving again if the need arises. The 'healer' shifts their aura into the injured magi's and using that connection as a channel transfers some of their own energies into the other magi, repairing enough damage to usually get them unsteadily back up on their feet if they were seriously injured or stabilize them if they were near death. The 'blunt' nature of this healing spell makes it dangerous to be used repeatedly on an injured magi. Too much excess energy channeled into them can cause life threatening side effects, especially in an already weakened state.

Mechanics: This spell can only be used on other Magi once a day/scene and heals 1 point of life for every time the casting magi has taken the Magi class (maxing out at 7 life). It costs the casting magi 5 stamina to use this spell and it can only be cast out of battle.



Eldritch Assistants:
Level required: 10
Class required: Magi
Race required: Magi

Casting method: none
Defending method: none

Description: Magi were never content to "leave well enough alone" when it came to sorcery. After all, it was their life and their love. At the same time, many of the Magi who worked within crafts found it was difficult to deal with many different items on their own. After all, one only has two hands. So, they created spells that gave them all the hands they needed... sort of. As a Magi grows in skill and sorcery, so to does their ability to control things around them as desired within a room or hall.

:Mechanics: This spell requires five stamina for every casting. Casting this spell, the Magi can control the movement of items around them. Much like Telekinesis, but the Magi can deal with heavier items, and to a finer degree of control. They cannot use this power to craft something, but they can move a statue around with it. When they hit Magi x3, their maximum is a 60 lbs, at a distance of thirty feet. At Magi x4, the maximum weight they can move is 100 lbs. Once they hit Magi x5, the distance they can control items increases to sixty feet, and that maximum goes to 160 lbs. At Magi x6, the Magi can move items in total of 260 lbs. And at the final level of Magi x7, their maximum distance goes to ninety feet away, and they can shift around items up to 420 lbs. This spell will be broken the moment combat is initiated, and cannot be used to create cover for someone. Please note, the spell cannot be used to imprison or detain a living creature. This spell also cannot be used to transport things across long or far distances.



The Visionary:
Level required: 2
Class required: Magi
Race required: Magi

Casting method: clomagatk
Defending method: clomagdef

Description: Class Restrictions: Magi ::
Level: Magi X1 ::

Whereas for most races language, body or otherwise, is the sole means of communication, Magi have long-since expanded their ability to trade thoughts and details out into the visual sphere. Projecting their own inner-eye out onto their wings, they can display any manner of image, be it vague memory, detailed imagining, or precise simulation, so long as it is within the Magi's knowledge and skill to project. Magi often seamlessly couple conversation with projections that help convey their thoughts, though sometimes hesitate to do so in the company of other races, so as not to overwhelm them. If a Magi's wings have taken on their aura form, the Magi can project the image outward a short distance, either against a wall or out into the air before or behind them, simulating three dimensions when looked upon head-on. The image still has distinct borders however, and will rarely to never be mistaken for reality. A Magi must endeavor not to get distracted while employing this spell, less embarrassing inner thoughts creep their way into view.

Mechanics: If the Magi is free to cast, they can use their words or gestures to project images onto their wings. The images are determined by the Magi, but must be within reason to their knowledge-base, all rules regarding information gleaned out-of-character strictly applying. If the Magi's wings are in aura-form, the image can be projected outward a maximum of three meters, in a 150 degree cone.



Wing Scry:
Level required: 5
Class required: Magi
Race required: Magi

Casting method: other
Defending method: none

Description: Class Restriction: Magi ::
Level: Magi X2 ::

Magi take to magic as well as most races take to breathing, using it for all manner of tasks from chores, to communication, to combat. The frequent, and often casual, use of magic has given the magi a variety of unique spells and this is no exception. By fanning their wings forward and channeling their energies into them, a magi can create a scrying surface upon their own wings. A barely perceivable pulse of magic follows, seeking out the life force of the magi's target, rebounds back and shows the caster the image of the target and some of their surroundings. It is said that this spell was first invented by a jealous lover, convinced that their partner was bedding someone else. Whether or not that is true, the spell's use has evolved far beyond simple voyeurism.

MECHANICS:: This spell takes two turns to cast and is not meant to be used in battle, requiring the magi to sit or stand nearly still. The magi must first focus upon someone they know or at least, have met a few times. For every time the caster has taken the magi class they can see five feet of space surrounding the person they are focusing on (maxing at 35 feet at Magix7). The quality of picture is based off of how well the magi knows the target. A lover would return a crisp picture, a casual acquaintance would return something unfocused but somewhat decipherable. Because of the way the spell functions it cannot be used to scry specific places and will fail if their target is dead. The scry'd individual cannot communicate with the magi nor see them, nor can the magi communicate with their target through this spell. OOC consent of the target is required to cast this spell, with the target determining what all the magi can see and how clearly. This spell does not function akin to the locator spell, just because the magi can see the general surroundings of the target does not automatically mean they know where they are.





Anywhere Spells


Bridge of Brightness:
Level required: 10
Class required: Magi
Race required: Magi

Casting method: other
Defending method: none

Description: Class restriction: Magi ::
Level: Magi X3 ::

There have been times in the past when a non-Magi has been asked to visit the floating island home of the Magi. Many a time the person has not been winged or does not know the Fly spell. The Magi felt sorrow for those who were pathetically ground-bound, and took pity on them. After all, the Magi feel all races who have honor and wisdom in their heart should have the chance to see the glory of Oceana. After the casting period of five turns, a glimmering bridge shimmers into being, glowing with all the hues of the rainbow. The bridge arcs from where the Magi took flight from to where their flying took them during the casting.

MECHANICS:: This is a general purpose spell now, used for more than having pedestrians walk to and from the floating isle of Oceana. During the five rounds of casting the Magi needs to take off and fly to where they wish the bridge to go to - which can be up to 200' away per time the Class is taken. (for example, Myseria the Magi at x5 can make a bridge 1000' long.) This costs the Magi 10 stamina. A total of 2 people per time the Class has been taken can cross the bridge before it fades away, flickering dangerously as it nears its limit. A magi X7 can create a bridge strong enough to support the passage of a single, fully loaded wagon. The caster can collapse or reinforce the bridge back to full strength for another 10 stamina. If the bridge is left standing, the next rising or setting of the sun (whichever comes first) will cause it to dissipate - regardless of who may be on it.



Invisibility:
Level required: 12
Race required: Magi

Casting method: other
Defending method: other

Description: Level: Magi X3

Magic isn't often seen as a stealthy solution to a problem. Want to get through a door quietly? You pick the lock. Ask the resident pyromancer to do the same and you'll probably have a hard time finding evidence the door ever existed. But this generality isn't always true, the magi having this spell as proof. It takes a refined touch and extreme focus to pull this spell off, but when accomplished the magi creates a very weak shield that just barely encompasses their body and wings, angled so perfectly that it scatters the light that impacts it and renders the magi invisible to the naked eye. An additional benefit is it makes tracking the magi by scent near impossible, and tends to muffle the sounds and sight of their passage, making it harder for even the most trained of ears to pluck the sounds to alert them that another might be present.

However the magi held within the shield sees the outside world as a blurry affair and sounds too are muted and distorted upon their ears. Not exactly the most useful spell for ambushes or spying as a result, but quite useful to get from one place to another unseen and unheard.

:MECHANICS: This spell takes a full turn to cast and costs an immediate 10 stamina. Due to the level of concentration needed by the magi to maintain this spell it cannot be cast while in battle. While active the magi is virtually undetectable by the naked eye but can be tracked by those clever enough either by sound or smell this requires the IC knowledge that the magi is in the area and requires the searcher to roll their INT against the Magi's INT+AGI. For magical detection purposes this spell counts as an illusion spell.



Point Shift:
Level required: 40
Class required: Magi
Race required: Magi

Casting method: other
Defending method: other

Description: Magi X7

Description: The Magi are one and all born from magic, their flesh and blood weaved into existence from the aether by their Goddess. This unique connection they share with the arcane displays itself quite readily in their spells and seemingly innate understanding of its shifting currents, but this particular spell is perhaps the most dramatic display of that. The strongest of mages can use their energy to tear a hole in the fabric of reality, opening a portal that can lead to a destination. This spell is considered clumsy by the magi, the work of a hammer instead of the blade. The magi's solution to the problem of quick transport is faster and more accurate, though suffers in terms of how many things can be moved at once. Focusing their energies, the spell is started by expanding their aura outwards to envelope all they wish to transport. Once their spell is stable and their destination set, their aura solidifies in a flash of color and collapses inwards on itself. Guided by the magi's spell and will, this point of magi rapidly shifts to the destination the magi set and returns the magi and the enveloped items and passengers to the real world.

:MECHANICS: It takes 3 uninterrupted turns to cast this spell during which the Magi cannot attack nor defend and any successful attack on their person interrupts the spell. The stamina cost of the spell is dependent upon how many things are being moved along with the Magi. Living beings cost 20 stamina each, including the magi themselves. Non living things are far simpler in structure and purpose and thus can be transported with greater ease, but are limited in size to that of a carriage. Smaller items have a negligible stamina cost while a carriage, or near equivalent amount of material, adds an additional 30 stamina to the cost of the spell. The maximum range of the spell is 15 miles and the location must be a place either very well known to the magi or a place that they can directly observe while casting the spell.