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You are Loremaster Fanriel of Yvresse, formerly a Princess of House Drangleic. Now you are an exile trying to make your name as a mercenary captain in Great War-era Kislev.
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Character Creation Part 1

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The Asur. The High Elves of Ulthuan. The self-professed Shield of Civilization. The Guardians of the Vortex.

Upon their magically-infused island-continent of Ulthuan, most of the High Elves live their lives in relative safety and comfort, but the call of war often draws them away to risk their lives upon the field of battle. Their gleaming hosts march forth to oppose their slavering dark cousins, the Druchii, to protect the precious Waystone network that holds the tides of dissolution at bay, to patrol the oceans against pirate and raider alike, and to battle the followers of the Dark Gods wherever they may be found.

Though the Asur are perhaps the most powerful force for Order that remains in the world, their efforts to oppose the servants of Chaos and Destruction are marred by arrogance and contempt for the younger races. Countless, selfless sacrifices undermined by unwillingness to trust the lesser nations of the world, to see them as partners rather than sheep that must be protected from the wolves, and themselves.

Yet, even the ancients can change. Finubar the Seafarer, the Eleventh Phoenix King, has seen fit to bring an end to Ulthuan's long isolation, and the Asur walk among the younger races once more. Teclis the Mage has given the gift of magic to the men of the Empire, irrevocably tying the fates of the two polities together. Centuries later, many elves live among the nations of men these days, whether to keep an eye on them, for reasons of trade, research or exploration, or for the martially inclined, finding work as mercenaries.

You number among the latter.

Long-lived and naturally agile of body and mind, the elves take naturally to martial pursuits. Even moreso, barring the Slann Mage-Priests of distant Lustria, the elves are the most magically adept race in the known world, heirs to millennia of magical tradition.

Both of these traits make it easy for elves to adapt to mercenary work. But why have you left Ulthuan behind and taken up the life of a sellsword?

[] Exiled Prince/Princess
The Asur are an ancient and proud race, and history and arrogance are ripe breeding grounds for conflict. While resorting to arms is rare, schemes, rivalries and political ploys are commonplace, and you are the loser of one too many such disputes. Stripped of your titles and exiled from your homeland, you have turned your talents to mercenary work to make do.
Pros:
-High base stats.
-Access to powerful and unique character creation options such as personal traits, items and units.

Cons:
-You have many enemies with far-reaching influence.
-You are a fish out of water, with nobody but you and your men to call upon.

[] Agent of Ulthuan
The eleventh Phoenix King, Finubar the Seafarer, has turned the attention of Ulthuan outwards once more. Feeling that they can ignore the primitive races of the Old World no longer, the high elves have developed extensive networks of trade, espionage and influence across the realms of men, and you are the agent of one of those networks. Dispatched from Ulthuan with a cover story, you have founded a mercenary company to covertly advance elven interests.
Pros:
-Access to covert support from your patrons, such as funding, intelligence or recruitment options.

Cons:
-Your true loyalty is to Ulthuan and its interests, which may not always align with those of your employer. In exchange for the patronage you enjoy you will be expected to provide intelligence, and you will be regularly issued missions you must complete.

[] Wandering Mage
Elven wanderlust is a powerful thing, and Asur explorers have been to every corner of the globe. Whether out of boredom with the peace and luxury of Ulthuan, desire to test yourselves against the challenges of the wider world, or perhaps simply a wish to see the lands of the younger races, you have voluntarily left your homeland behind to found a mercenary company.

Pros:
-True freedom to go where you will and do what you want.
-No enemies but those you make yourself

Cons:
-Low base stats
-Limited starting resources

-----

Yes yes, yet another writing project. I've been wanting to run an Asur Quest for some time, but never quite figured out what kind until recently. I've learned from my foray into writing a Chapter Master Quest that I need to limit the scale of the quest so things don't balloon out of hand, and I thought this was a good mixture of keeping things interesting without bogging everything down.

There will be further votes to decide what kingdom you came from, which of the many elven magical traditions you follow, if you were exiled then why, what kind of mercenary company you're starting out with, who's your patron if you're an agent, and so on.

Also, standard disclaimer that Warhammer lore is ridiculously convoluted and self-contradictory. I try to weld things together into an internally consistent whole, but sometimes that means picking and choosing what pieces of lore to follow, and filling in the gaps. The only canon hierarchy I follow is that what makes the most sense is the most canonical.
 
Character Sheet
Name: Fanriel Drangleic

Titles: Loremaster of Hoeth, Princess of House Drangleic

Description: Possessed with a towering height even by elven standards, with a broad-shouldered build atypical of elven women and thick muscle afforded by centuries of training. A serious, high-cheeked face matched by a pair of piercing sky-blue eyes, framed with dark brown hair pulled into a braid reaching down between her shoulders.

Date of Birth: X 498/2001 IC

Location of Birth: Cairn Thel, Yvresse

Character Stats:
Prowess: 30 - You are a master warrior even among elvenkind.
Martial: 30 - You have commanded entire armies to victory in your time.
Diplomacy: 30 - Natural beauty and centuries to hone your skills have left you a master of the arts of persuasion and oratory.
Stewardship: 25 - You are intimately familiar with administration and rulership of a realm.
Intrigue: 25 - The cloak and the dagger are well-known to you, having participated in the labyrinthine politics of Ulthuan.
Piety: 25+3=28 - You have embodied the virtues of Hoeth even in your connection to the divine, and sought bonds with many of the Cadai rather than dedicating yourself to a singular member of the Pantheon of Heaven.
Learning: 30 - The scope of your studies would beggar the belief of a human scholar.
Magic: 20+1=21 - For a human you would be a well-regarded wizard, but among elves the width of your focus has left your skills below the standards of most Mages.

Prowess: This is how good you are at killing people. You might roll this to stab an Orc in the face.
Martial: This is how good you are at leading other people to kill people for you. You might roll this to rally your men in a pitched battle, or devise an ingenious tactic that will bring you victory.
Diplomacy: This is how good you are at convincing people to do things for you. You might roll this to negotiate your pay, or recruit new troops.
Stewardship: This is how good you are at organizing things. You might roll this to make supplies last in a tough campaign, or organize your men into fighting units.
Intrigue: This is how good you are at stealth and trickery. You might roll this to infiltrate an enemy camp or spy on a rival company to snatch a juicy contract from under their noses.
Piety: This is how religious you are. You might roll this to invoke your god.
Learning: This is how academically skilled you are. You might roll this to recall obscure historical facts or learn new skills.
Magic: This is how good you are at wielding the Winds of Magic. You might roll this to throw out fireballs or summon protective shields.

(These are for base stats, conditional modifiers can reach higher. Comparisons are for characters at the height of their skill, not necessarily the current year in-universe.)
0: Not applicable (Atheist's Piety)
1: Actively terrible (Snotling's Prowess, Skavenslave's morale)
5: Sub-par (Goblin's Prowess)
10: Average for a human, an elf who's particularly bad at something. (Human militiaman's Prowess)
15: Good for a human, or an elf who's dabbled in the field. (Highly paid and professional human soldier's Prowess, College Magister's Magic)
20: Elite human, or an elf who regularly practices. (Empire Knight, High Elf Spearman's Prowess)
25: A true master of a human, an elf who can claim to be good at something. (Lothern Seaguard Prowess)
30: Once in a generation genius for a human, expected for an elven master. (Balthazar Gelt's Magic, Swordmaster Prowess)
35: The best human of this field ever, who probably had some divine help along the way, or an elf who's dedicated a very long life to his craft (Magnus the Pious' Piety, Archmage's Magic)
40: Normal humans flat-out can't reach this tier, even for elves it would be exceptional. (Korhil Lionmane's Prowess)
45: You are so good that people genuinely start to wonder if there's something wrong with you. (Teclis' Magic, Tyrion's Prowess)
50+: Beyond the ken of mortals. (Daemons, Dragons, Gods)


Insanity Points: 1/10

Notable Kills:

Bloodfather Fastulfr of the Grimeyes
High Vitki Asgeirr of the Grimeyes
High Huskarl Gunnvaldr of the Grimeyes

Inventory:

Lightfang
This exquisitely crafted longsword is heavier than usually preferred by elves, the strange silvery metal forged in hard lines and angular surfaces. Carved into the intricately made hilt is on one side a soaring sapphire-gazed eagle, and on the other a snarling dragon with diamonds set into its eyesockets.

Upon the blade are carved three great runes, though no elf alive fully understands their function or meaning. The first and the most intricate of them glows fiercely in the presence of the corrupt energies of Chaos, weakening and purifying them, and allowing the blade to bite deeply into the servants of the Dark Gods. The second rune glows bright when the wielder channels magic through the hilt, amplifying it and conducting the energy through the blade, allowing for a wide variety of effects, such as causing it to burst to flames with Aqshy or glow with blinding light using Hysh. The third rune glows dull but steady, bestowing great stamina upon the wielder and granting him fresh vigour during battle, allowing him to carry on fighting without tiring.

Finally, engraved in Khazalid runic script along the other side of the blade are the following words: "Let it be known that I, Angrim Silverbeard, Runelord of Karak Izril, bestow this blade upon Prince Ulthunar of House Drangleic and all of his descendants, in the year of the Ancestors 789, as a token of our esteemed friendship. Let no Dawi break faith with this oath by seeking to claim it from its rightful owners."


Hysh: Causes the blade to glow brightly, making it more difficult for enemies to keep track of and defend against it.
Chamon: Causes the blade to lengthen into a greatsword or shrink into a shortsword.
Ghyran: Causes the blade to transfer some of the target's vitality to the user, allowing it to heal minor wounds whenever it hits flesh.
Azyr: Causes the blade to be subtly nudged into the right place to parry an incoming attack, providing a small bonus to defence.
Ulgu: Causes the blade to seem ghostly and insubstantial, allowing it to ignore non-magical armour (magical armour includes gromril, ithilmar, Chaos armour and the like).
Shyish: Causes the blade to shimmer with dark energies that sap some of an opponent's stamina upon contact.
Aqshy: Causes to blade to burst into flames, allowing it to burn whatever it strikes and light fires.
Ghur: Causes the blade to instill the wielder with a frenzied energy that drives them to attack all the harder.

Each effect is comparable to a minor magical item, not super powerful on its own, but extremely versatile. Activation takes about a second, but swapping between them takes a little longer as it takes time for the magic to dissipate from the blade. Fanriel will use whichever she thinks is best unless prompted to use a specific one by voter plans.

Silverine Plate
This ancient set of Ithilmar plate armour is said to have been forged at the Anvil of Vaul at the order of Caledor Dragontamer, to be granted to the ancestors of House Drangleic as part of Aenarion's host, to do battle with the daemons that had trespassed upon the world.

Its potent magics enhance the user's strength and toughness, making them into a force to be reckoned with on the battlefield. Further, should it be struck by an attack powerful enough to pierce the layered Ithilmar, it will discharge a pulse of force that deflects it back on the attacker. This exhausts the armour's magic for a time, and must recharge from ambient Winds until it can be used again.


Map containing the known locations of elven shrines in the northern Old World.

Foehammer
This masterwork pistol was crafted by the Alchemist Mage-Smith Valanuir Anruith. It is a heavy weapon of all-steel construction, with two thick barrels and a hefty stock that can be used as a melee weapon in a pinch. Instead of a matchlock ignition system, the trigger activates a tiny Aqshy enchantment that ignites the alchemical gunpowder, propelling the shot forward at great speed. Its weight and recoil are such that it is awkward for normal humans or elves to wield, requiring great strength to use it properly.

228 Gold Coins

Traits:

Avelornian Ancestry
All elves possess a certain measure of ethereal beauty, but it is said that those of Avelorn are the most attractive of all. You are a descendant of one of the Everqueens of Ulthuan, tracing your lineage through a paramour in the time of Tethlis.

Blood of Aenarion
When the Defender lifted the Sword of Khaine, he cursed himself and all his descendants. The blood of the First Phoenix King runs through your veins, and it brings with it both greatness and darkness.
-????

Chracian Blood
The elves of the forested realm of Chrace have a reputation for being tall of body and strong of limb. Your mother was a Princess of Tor Achare, a political match to secure an alliance between prominent Houses, and you have taken after her in many ways, towering a head taller than your peers and possessing a muscular, broad-shouldered build.
-Bonus to intimidation

Colonist
You have spent a substantial amount of time living among one of the elven enclaves along the coasts of the human realms, interacting with the younger races.
-Removes Diplomacy penalty when interacting with Humans

Commander of the Ind Campaigns
When the Everqueen made her trip to Ind to enact sacred rituals in the Tower of the Sun, you held the high honour of commanding one of the warhosts that served as her escort, battling packs of tiger-headed warriors and six-limbed monkeys.

Dark Curiosity
You are not easily satisfied with leaving a mystery alone, once it has caught your attention. Unanswered questions gnaw at your mind like worms, an itch that will see no relief until the truth has been unveiled.
-????

Daughter of Yvresse
Yvresse is a land shrouded in thick mists, where the barriers between reality and unreality grow thin, and daemons walk the earth. Were that not enough, it has also seen devastation at the hands of Norse raiders and Greenskin Waaaghs, giving its people a bitter yet stubborn nature.
-+5 Prowess and Martial when fighting Chaos
-+5 to Prowess and Martial when fighting Greenskins

Exiled Princess
You were once among the highest nobility of Ulthuan, one of the movers and shakers of the Ten Kingdoms. Now, you are nothing more than an exile and a criminal.
-Opinion modifier among Asur

Heavensward
You have embodied the virtues of Hoeth even in your connection to the divine, and sought bonds with many of the Cadai rather than dedicating yourself to a singular member of the Pantheon of Heaven.
-Piety raised by 3

Loremaster of Hoeth
The Loremasters pursue perfection by neglecting no aspect of knowledge. They are masters of every field, from history to swordsmanship to art to magic. While some would say that this leaves them spread thin, the Loremasters contend that theirs is the natural path for beings as long-lived as the elves, versatile and able to adapt to any situation.
-Can wield all eight of the Winds of Magic
-Can cast while armoured
-Has at least basic understanding of most fields of study, from mathematics to calligraphy to blacksmithing.

Repressed
Your guilt at the events that led to your exile have forced you to actively avoid thinking about them, seeking out distractions and partitioning those memories to a distant corner of your mind lest you obsessively dwell on them, and destroy yourself in the process.

Sapherian Tutelage
While at the White Tower, you were called upon to tutor a young Prince of Cothique by the name of Teclis. While you imparted your knowledge upon him, if anything you benefited more from the experience than he did, for to your astonishment you found that despite being half your age, he could offer keen insights into the Winds that you barely grasped, able to understand the winds on an instinctual level. A well and truly humbling experience.

Student of the Dreams
You have mastered your own dreamscape, meditating upon the inner secrets of your own soul, and there you have found Lileath.
-Bonus to resisting corruption

Survivor of the Battle of the Holy Flame:
When the Greater Daemon N'kari led hordes of Daemons to the Isle of the Sacred Flame, you stood with the Phoenix Guard in defence of the Shrine of Asuryan. Where many others fell as the walls were breached, you held the line against impossible odds.
-+5 to Prowess when fighting against Chaos

Warrior of the Wailing Fen
Fighting under the command of High Prince Moranion, Warden of Tor Yvresse, you met the daemons unleashed by the mists of Yvresse. While Moranion did battle with the Bloodthirster that led the daemonic host, you matched your spells against the Herald of Tzeentch that accompanied the horde, and earned great renown that day for keeping its foul magics from wreaking havoc among the elven host.
-+10 to Magic when Counterspelling


Blessings of the Heavens:

Mage-Soul
The Cadai bestowed upon elvenkind the gift of magic, and none may take it from them save by their leave.
-Your magic cannot be stripped from you or suppressed, whether by lead, obsidian, spell, curse or otherwise. Your magic can still be counterspelled, dispelled or resisted as normal, and you still have to be able to speak and move in order to cast spells, this merely means you cannot be prevented from channelling magic by any means.
-This also renders you immune to "spell-eater" abilities that would burn out or force you to forget a spell.
-+1 to Magic.

The Shadow-Shroud of Loec
This spell is said to carry an infinitesimal fraction of the Shadow Dancer's own cloak, as he plucks elven souls from the Dark Gods and laughs his way into the night.
-This spell functions identically to Shroud of Invisibility, with the exception that daemons cannot directly perceive the magic that makes up the spell with their Windsight.
-This does not make the user impossible for daemons to detect, it merely negates Shroud of Invisibility's weakness to beings capable of directly perceiving the Ulgu concealing the user from view.
-This only renders the user invisible to daemons. Mortal followers of Chaos with Windsight can still spot them just the same.

Shape of Nature's Wrath
It is said that those who have earned the favour of Kurnous may be bestowed a minuscule fragment of the rage that the God of the Hunt feels against those who desecrate the Wild.
-An empowered version of Beastshape that grants the user Frenzy and never creates Dhar even when overlapping with other Winds.


Languages:
Eltharin (Native)
Anoqyeån (Arcane language)
Saurian (Fragmented)
Druhir
Fan-Eltharin
Dark Tongue
Khazalid (Rudimentary)
Reikspiel
Kislevarin
Breton
Tilean
Estalian
Classical
Indese
Cathayan
Arabyan
Norse

Known Spells:
Petty Magic (Tier 0), also known as Blessings of Isha and Cantrips, consists of minor spells designed to make your personal day to day life a little more convenient. Things like heating up your food, animating a rake to do the yardwork, levitating a book down to your hand from the top of the shelf, and so on. They have no combat utility and so I cannot be arsed to keep track of them, you are just assumed to know all of them.


Arcane:

Lore Attribute: Metamagic - These are common spells derived from the common heritage of elven magic, so ubiquitous and universal that their effects can be achieved with any of the Winds you have access to. Thus, using Blast with Aqshy might be called Fireblast and appear as a small ball of exploding flames, while the same spell channelling Shyish would be called Soulblast and take the form of deathly spiritual energies. Arcane spells are the most versatile and easily scalable, but often only offer very generic abilities.

Hysh: Light
Chamon: Metal
Ghyran: Plants and thorns
Azyr: Lightning and air
Ulgu: Shadows
Shyish: Raw soulstuff
Aqshy: Fire
Ghur: Amber, bones and ethereal beasts

Simple Magic: (Tier 1)
  • Dark Vision - Your eyes glow with the colour of your lore, allowing you to see in the darkness.
  • Magical Alarm - Allows you to mark a spot, alerting you whenever anything moves through the spot. Provides no other information other than that something moved through there.
Complicated Magic: (Tier 2)
  • Aethyric Bolt - You hurl a bolt of the element of your lore at the enemy. Penetrates armour.
  • Dispel - Allows you to dispel existing magic. Requires you to beat the skill and/or power of the original caster. You do not need this spell for Counterspelling (contesting a spell while it's being cast), but bonuses to one apply mutually.
  • Possession/Exorcism - Binds a spirit within a living being, or banishes one already present if reversed. One or both of the participants being willing makes the spell easier, but is not necessary.
Complex Magic: (Tier 3)
  • Conjure Lesser Wind Elemental - The caster summons an elemental aligned to one of the eight Winds, ranging between a human and an ogre in size, with abilities depending on the Wind it was spawned from. It will obey a single command given when the spell is cast, and then mindlessly attempt to fulfill it until it is destroyed or dissipates. If cast by someone who does not wield the Winds the elemental is aligned to whatever Wind is dominant in the surrounding area and its strength is dependent on the ambient magical levels, while someone who can channel the Winds can create a stronger elemental of any of the Winds they can use.
  • Disrupt - You dispel aggressively, gaining a bonus but causing collateral damage from the surge of magic.
  • Transfer Curse - Transfers a curse from a touched object or person into another touched object or person. The new target must be of a broadly similar nature to the original, and the closer it is the easier the spell is to cast.

Lore of Light/Hysh/Light Magic

Lore Attribute: Exorcism - Spells from the Lore of Light are additionally effective against corrupted targets- whether chaotic or undead.

Simple Magic: (Tier 1)
  • Perfect Comprehension - You are able to understand any civilized language perfectly. This does not let you speak that language, however.
  • Radiant Weapon - Touched weapon emits light, counts as magical, deals extra damage to Daemons and Undead for several minutes.
Complicated Magic: (Tier 2)
  • Banish - Attempts to banish a daemon at short range back to the Realm of Chaos, or exorcise a possessed creature.
Complex Magic: (Tier 3)
  • Healing Light - The target glows with cleansing light, about the same luminescence as a campfire. This light heals them and those standing nearby, and can help them against disease, poison and other maladies.


Lore of Metal/Chamon/Gold Magic:
Lore Attribute: Metalshifting - Spells from the Lore of Metal ignore all metal armour.

Simple Magic: (Tier 1)
  • Armour of Lead- An enemy's metal armour becomes heavy as lead, giving penalties to combat and movement. Short range.
  • Silver Compass - Summons a magnetic needle that functions as a compass, but instead of showing cardinal directions it points you towards concentrations of magic.

Complicated Magic: (Tier 2)
  • Rigidity of Body and Mind - You gain resistance to mental and physical damage for several minutes, but find it harder to change your mind during this time.

Lore of Life/Ghyran/Jade Magic:

Lore Attribute: Lifebloom - Can be cast on its own or combined into another spell from the Lore of Life, healing a target's wounds moderately. Short range.

Simple Magic: (Tier 1)
  • Fat of the Land - Touched creature does not need to eat for one week.
  • The Wilds Undisturbed - You and several touched creatures can move freely through wilderness and leave no trail.
Complicated Magic: (Tier 2)
  • Lie of the Land - Extending a hand to the ground, the wizard communes with the earth. After one minute, they acquire a detailed physical map of the local surroundings. This internal map includes only physical features, such as topography, plant cover, and water features.
Complex Magic: (Tier 3)
  • Regenerate - Heals any injuries short of death on a touched target, including missing limbs, but works somewhat slowly.


Lore of Heavens/Azyr/Celestial Magic

Lore Attribute: Roiling Skies - Can be cast on its own or combined with another spell from Lore of Heavens, sending shockwaves of wind across the skies that buffet and damage fliers.

Simple Magic: (Tier 1)
  • Azure Blades - Thin, razor-like shards of ice fill the air around the wizard, whirling in orbit around them like miniature stars, and dealing damage to any who come close for a hand-to-hand combat attack.
  • Lens on the Sky - Creates a disc that floats in the air before the caster and magnifies everything behind it that is far away, essentially acting as a telescope.
Complicated Magic: (Tier 2)
  • The Cerulean Shield - A crackling buckler of magical lightning forms upon the wizard's left forearm. It is harmless to the caster, but any enemy who touches it receives a strong shock of electricity.


Lore of Shadows/Ulgu/Grey Magic:

Lore Attribute: Smoke and Mirrors - Can be cast on its own or combined with any spell from the Lore of Shadows, teleporting into another location short distance away.

Simple Magic: (Tier 1)
  • Hush - You create a sound-dampening aura. You may choose to either have no sounds leave the aura but allow sounds to enter, the reverse, or for no sounds to be produced within the aura at all.
  • Shadowsteed - This spell calls forth a dark and shadowy horse who will bear the shadowmancer and a minimum of gear noiselessly and at great speed until they stop riding or until the next day's first light dawns.
Complicated Magic: (Tier 2)
  • Shroud of Invisibility - Become invisible and transparent. This does not affect the other senses.


Lore of Death/Shyish/Amethyst Magic

Lore Attribute: Life Leeching - Each living being killed by a spell from the Lore of Death makes it easier for the caster to cast more Death spells.

Simple Magic: (Tier 1)
  • Deathsight - For one hour, the wizard can see spirits and souls that are normally invisible to the naked eye. When living beings die, the caster can see their souls leaving their bodies.
  • Knocks of the Departed - The spiriter asks and can receive an answer to one question thus asked of a specific deceased individual, as long as that question can be answered with a number of audible knocks other than zero ("How many robbers came into your house on the night you were beaten to death?"). In the case of yes/no questions, the spirit of the deceased knocks once for "yes," and twice for "no." No matter the question, the spirit is not compelled to answer at all, has no knowledge beyond that which they had in life, and can lie if they wish. Must be cast in the presence of the departed being's body, or something with a very strong connection to them.
Complicated Magic: (Tier 2)
  • Compel Spectre- Compels spirits or ghosts to obey a simple command. Cannot be commanded to "go to rest". Can also be used to draw forth the souls of the dead as ghosts, but this is considered necromancy.


Lore of Fire/Aqshy/Bright Magic:
Lore Attribute: Kindleflame - Spells from the Lore of Fire are easier to cast in the presence of fire, including fire that was caused by Fire spells.

Simple Magic: (Tier 1)
  • Cauterize - Stops bleeding. Doesn't heal anything, but counts as first aid.
  • Flame Beam - A beam-like offensive spell that stuns the targets while causing continuous damage.
Complicated Magic: (Tier 2)
  • Smouldering Gift - You will a mote of Bright magic to coalesce physically, focusing the intensity of Aqshy into your clenched fist. You summon a lump of coal that you can remotely set on fire or detonate as an explosive at will.
Complex Magic: (Tier 3)
  • Ygethmor's Fiery Blizzard - Summon a torrent of fiery wind, pushing back enemies and lighting flammable objects on fire. Does not do much direct damage.


Lore of Beasts/Ghur/Amber Magic:
Lore Attribute: Wildheart - Can be cast on its own or combined with another spell from the Lore of Beasts, instilling fear into nearby enemies.

Simple Magic: (Tier 1)
  • The Boar's Hide - Your skin becomes tough as a boar's and resistant to cold.
  • Prey's Vigilance - Calling upon bestial survival instincts, you become much more alert to hidden enemies, dangers and traps.
Complicated Magic: (Tier 2)
  • Eyes of the Pack - This allows a group of allies to see through each other's eyes, this can be disorientating for untrained individuals.
Complex Magic: (Tier 3)
  • Beastshape - You take on the appearance of a bestial werecreature disturbingly reminiscent of beastmen or mutants, growing fur, teeth and claws and gaining a boost to strength, speed and toughness.

Hoethian Sword Arts:
Part The Horse's Mane: This style is the first one taught to initiates of the Order of the Swordmasters, and one that they must master before they are able to advance in their studies. Based on the tenets of precision, precision and precision, it demands focus and discipline to master, and those who cannot do so are not fit to bear the mantle of Swordmaster, for their blades must always fall precisely where they are intended to. It is this technique that gives rise to the rumours that the Swordmasters can perform impossible feats of finesse, such as cutting a housefly's wings mid-flight or splitting a strand of hair lengthwise. It is also the source of their signature ability, allowing them to twirl their blades with such precision that they are able to cut down incoming projectiles.

Inspirations:
+5 Inspiration to developing an Aqshy-based spell.
+10 Inspiration to developing Conjure Minor Wind Elemental (T2)
+10 Inspiration to developing Conjure Greater Wind Elemental (T4)
+10 Inspiration to developing Conjure Incarnate Wind Elemental (T5)
+10 Inspiration to developing a Weather-manipulation spell.
+20 Inspiration to developing a Dhar-based spell.

Mercenary Company: The Lightfangs (Lecaithrai)
Bladelord Dorial of Saphery(Wounded, recovering in the shrine of Isha in Erengrad)
Swordmaster Liandra Nilrach of Nagarythe
Swordmaster Orlaith Taranor of Caledor
Swordmaster Dolwen of Eataine
Swordmaster Elena of Tiranoc
Swordmaster Vaelon of Chrace
Swordmaster Beren of Cothique
Swordmaster Eöl Aufanglith of Lothern
Swordmaster Tethildur of Tor Elithis
Swordmaster Tinuthal of Avelorn (Acting leader)
Swordmaster Cothaerion of Ellyrion

Scout Tulo

20 Lothern Sea Guard

Favours:
Owed by you:
Minor Favour to the Silver Prophet

Owed to you:
Major Favour from the Knights of the Bull(Spent on permanent lodgings at the Bullskeep.)
Minor Favour from De Jonge Bokken mercenary company.
Minor Favour from the Adriana's Dragoons mercenary company.

-A Minor Favour generally means doing something that you might have done anyway, like taking a specific contract or turning down a mission, or something that doesn't directly cost you anything like information.
-A Major Favour means going out of your way to help them, like doing a contract for them "on the house", a significant lump of money, blacklisting a particular employer, breaking your current contract, and so on. This can be something illegal, like aiding or abetting criminal activity, but nothing truly heinous.
-A Honorbound Favour means you drop everything and do everything in your power to see it done when it's called in. In theory they can ask for absolutely anything, although most people who aren't Dwarfs realize that there exists a line where breaking your word is better than doing whatever they're asking of you.
 
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Spellbooks
Disclaimer: These spellbooks contain potential spells, not what Fanriel knows. Those can be found in her character sheet above, under 'Known Spells'.

Drawing from the system from Divided Loyalties, with some modifications, I've grouped all spells into several tiers: Petty Simple, Complicated, Complex, Battle and Cataclysm Magic.

Petty Magic (Tier 0), also known as Blessings of Isha and Cantrips, consists of minor spells designed to make your personal day to day life a little more convenient. Things like heating up your food, animating a rake to do the yardwork, levitating a book down to your hand from the top of the shelf, and so on. They have no combat utility and so I cannot be arsed to keep track of them, you are just assumed to know all of them.

Simple Magic (Tier 1) consists of small personal-scale effects, usually targeting no more than one person. Consequently they are very easy and quick to cast, but lack raw power.

Complicated Magic (Tier 2) is a little harder and more intricate, and usually where you start getting into the meat of the Wind. You get a little more specialized effects and larger scale, but still staying on the personal level.

Complex Magic (Tier 3) is the ceiling of what the average human wizard has access to, and can sometimes affect small groups. Nevertheless, while they may straddle the line sometimes they generally lack the Area of Effect or potency to be relevant on the scale of entire battlefields. Generally this is the highest tier you'll find any kind of utility magic at.

Battle Magic (Tier 4) is defined as spells that can influence the course of battles, blasting away companies of troops and casting wide-ranging effects.

Cataclysm Magic (Tier 5) consists of spells that can devastate entire armies and change the course of wars. Ordinarily requiring a powerful source of external magic such as Storms of Magic, unleashed Waystones, bound Daemons, grandiose rituals of human living sacrifices, or magical artefacts of comparable potency, it is rumoured that the Slann Mage-Priests of Lustria, the very greatest of elven spellcasters, and certain servants of Tzeentch are capable of unleashing Cataclysm spells of their own power.
The ability to speak and at least one free hand (or a hand holding an implement that channels magic, such as a staff) is needed to cast a spell, unless otherwise specified.

Line of Sight to the target is needed unless otherwise specified.

Imposing status effects usually give the target a chance to roll to resist.

Unless otherwise specified, damage and AoE scale with spell tier: a Complicated damage spell usually does more damage than a Simple one.

Lore Attribute spells like Lifebloom and Smoke & Mirrors consist of relatively weak effects, with their advantage being that they can be tied into other spells to cast simultaneously.

Most spells can be overcast for more range, damage, AoE and stronger effects, but this is dangerous.

Short range is about 20 meters, medium range 100 meters and long range anywhere within line of sight. If not specified it's probably medium range.

As a rule of thumb, if comparing cross-Lore spells of the same tier, Hysh spells are usually best at dealing with undead or chaos, Chamon is best at dealing with armoured targets, Ghyran spells are best at healing, Azyr is the most versatile, Ulgu is the best at stealth, Shyish is the best at single-target damage, Aqshy is the best at area-of-effect damage, and Ghur spells are best at buffing.

Multiple ongoing spells at once will be difficult.

Arcane spells trigger Lore Attributes.

Casting spells of different Winds on the same target creates Dhar.
Arcane Magic: These are common spells derived from the common heritage of elven magic, so ubiquitous and universal that their effects can be achieved with any of the Winds you have access to. Thus, using Blast with Aqshy might be called Fireblast and appear as a small ball of exploding flames, while the same spell channelling Shyish would be called Soulblast and take the form of deathly spiritual energies. Arcane spells are the most versatile and easily scalable, but often only offer very generic abilities.

Hysh: Light
Chamon: Metal
Ghyran: Plants and thorns
Azyr: Lightning and air
Ulgu: Shadows
Shyish: Raw soulstuff
Aqshy: Fire
Ghur: Amber, bones and ethereal beasts

Simple Magic: (Tier 1)
  • Arrow Shield - You surround yourself with a swirling cloud of magical energy that knocks aside light projectiles.
  • Bless - You imbue a touched weapon or armour with a mote of magical energy, allowing it to count as magical but not otherwise boosting it.
  • Dark Vision - Your eyes glow with the colour of your lore, allowing you to see in the darkness.
  • Magical Alarm - Allows you to mark a spot, alerting you whenever anything moves through the spot. Provides no other information other than that something moved through there.
  • Magical Lock - You lock one door, lock or bolt shut so that it cannot be picked or forced open. Doesn't prevent it from being physically broken open or through, however.
  • Terrifying - Shrouding yourself in an aura of magic, you can scare off people and animals. There is no actual fear effect involved, just spooking people by surrounding yourself with magic.
  • Silence - You fill a target's throat with the element of your lore for a moment, making them unable to vocalise.
Complicated Magic: (Tier 2)
  • Aethyric Armour - You wrap yourself in the element of your lore, gaining protection equivalent to light armour.
  • Aethyric Arms - You conjure a melee weapon made of the element of your lore.
  • Aethyric Blast - You hurl a blast of the element of your lore at the enemy. Small area of effect.
  • Aethyric Bolt - You hurl a bolt of the element of your lore at the enemy. Penetrates armour.
  • Aethyric Breath - You breathe in and expel a cone of the element of your lore through your mouth. Short range but requires no hands.
  • Dispel - Allows you to dispel existing magic. Requires you to beat the skill and/or power of the original caster. You do not need this spell for Counterspelling (contesting a spell while it's being cast), but bonuses to one apply mutually.
  • Entangle - You summon the element of your lore to bind a target in place at short range.
  • Flight - You can fly by sprouting wings, ascending on a pillar of magical light, or some other method depending on your lore.
  • Shield - You summon a hovering shield made of the element of your lore.
  • Sleep - You compel someone you touch to fall unconscious for up to half a minute.
Complex Magic: (Tier 3)
  • Disrupt - You dispel aggressively, gaining a bonus but causing collateral damage from the surge of magic.
  • Dome - You create an omnidirectional, solid dome around yourself, made from the element of your lore.
  • Teleport - You turn into the element of your lore and shift to a target location at medium range.
  • Ward - You ward an area with protective spells, hindering attacks originating from outside the warded area and even spells such as teleportation or divination. Takes time and preparation.
Lore Attribute: Exorcism - Spells from the Lore of Light are additionally effective against corrupted targets- whether chaotic or undead.

Simple Magic: (Tier 1)
  • Clarity - Lessens impairments upon a touched target's mental condition for a few minutes, such as age, alcohol, drugs, exhaustion, etc.
  • Dazzling Brightness - Dazzles creatures in a small area.
  • Perfect Comprehension - You are able to understand any civilized language perfectly. This does not let you speak that language, however.
  • Radiant Gaze - Blasts beams of searing light from your eyes for a brief instant, striking a single target. Short range, mainly useful because it doesn't require a free hand to use.
  • Radiant Weapon - Touched weapon emits light, counts as magical, deals extra damage to Daemons and Undead for several minutes.
  • Shimmering Cloak - You become too bright to look directly at, making it harder to hit you.

Complicated Magic: (Tier 2)
  • Banish - Attempts to banish a daemon at short range back to the Realm of Chaos, or exorcise a possessed creature.
  • Clarity of Thought - Removes all impairments upon the target's mental condition for a few minutes, such as age, alcohol, drugs, exhaustion, etc.
  • Healing of Hysh - Heals injuries (short of crippling) of a touched creature.
  • Ill-bane - Cures poison or alleviates disease for several nearby creatures.
  • Illuminate - Lights up a large area, bright enough to see clearly.
  • Inspiration - Bonus to Learning, with a long cast time.
  • The Power of Truth - Others find it easier to believe you, but only while speaking the truth as you know it.
  • Speed of Thought - Increases the speed at which the caster is able to think.
Complex Magic: (Tier 3)
  • Blinding Light - Blinds creatures in an area.
  • Daemonbane - Attempts to banish all daemons in an area back to the Realm of Chaos.
  • Eyes of Truth - You see through all illusions, invisibility, concealment, darkness and disguises nearby. Causes the eyes to literally glow, lasts for a few minutes.
  • Healing Light - The target glows with cleansing light, about the same luminescence as a campfire. This light heals them and those standing nearby, and can help them against disease, poison and other maladies.
  • Light's Demand - Holds in place all Chaos creatures caught in a cone of light for several minutes.
  • Speed of Light - As light is not weighed down, neither are those who receive its blessing. It gives the target a large boost to speed (But not literally light-speed, obviously).
Battle Magic: (Tier 4)
  • Low-End:
    • Burning Bolts - Bolts of cleansing energy fly from the wizard's hands, searing evil wherever they strike. Multiple projectiles.
    • Phá's Protection- The wizard calls upon the beneficent Guardian of Light to protect his allies in a large area from harm. Any creature that is Daemonic, Undead, mutated, or corrupted in any way cannot even enter the area that the spell is affecting.
  • Mid-End:
    • Banishment - A concentrated beam of pure light inflicts powerful single-target damage, punching through most defences. Long range.
    • Light of Battle - Reaching into the Wind of Hysh, the wizard draws forth ennobling energies to steady faint hearts over a large area, granting a bonus to morale.
    • Net of Amyntok - The legendary Net of Amyntok was rumoured to have been woven to hold the Great Deceiver itself. In its namesake spell, a net woven of strands of Hysh is lowered onto a target, who is overcome with confusion and cannot react. Non-intelligent creatures, such as animals, are immune to this spell.
    • Pillar of Radiance - A massive column of burning light deals light damage and may blind targets in a large area.
  • High-End:
    • Timewarp - The wizard infuses a group of people with Light Magic, freeing them from the passage of time and speeding their actions.

Cataclysm Magic: (Tier 5)
  • Brilliance - A brilliant light emanates from the caster's chosen allies, blinding any enemies who so much as look upon them.
  • Embodiment of Hysh - Become a creature of living light, smashing your foes with searing fists.
  • Enlightenment - Makes a group of allies completely unbreakable, they will not run no matter how dire their situation or horrifying their foe.
  • Time Amok - As Timewarp, but across an entire battlefield.
Lore Attribute: Metalshifting - Spells from the Lore of Metal ignore all metal armour.

Simple Magic: (Tier 1)
  • Armour of Lead- An enemy's metal armour becomes heavy as lead, giving penalties to combat and movement. Short range.
  • Curse of Rust - One metal item at short range the size of a breastplate or smaller becomes pitted and useless.
  • Inscription - By passing their hand over any metallic surface, the caster causes an inscription to appear indelibly in the object. The inscription appears in the alchemist's own handwriting, so others who are familiar with their hand may be able to identify them as the originator of the inscription.
  • Forge of Chamon - Improves the craftsmanship of a metal weapon for the duration of the spell, turning a flawed and poorly cast sword into a passable one, and a passable weapon into a masterwork.
  • Law of Form - At a touch, gives a solid, inanimate object the strength and rigidity of steel for several minutes.
  • Sense Metal - You open your senses to the sharp, bitter scent of Chamon, drawing its essence to you. This brings awareness of all substantial concentrations of metal within range.
  • Silver Compass - Summons a magnetic needle that functions as a compass, but instead of showing cardinal directions it points you towards concentrations of magic.

Complicated Magic: (Tier 2)
  • Burnished Gauntlet - A burnished gold gauntlet materializes out of thin air and flies off to strike an enemy. It vanishes after making its attack.
  • Law of Age - A solid, inanimate object you touch becomes brittle and much easier to break for several minutes.
  • Law of Burning Iron - Heats up a metallic object a target at short range is carrying or wearing.
  • Metallic Sheen - Transmutes an area of ground into smooth metal, making it very difficult to stay standing without slipping.
  • Tale of Metal - By touching a metal object, you can see the circumstances of its creation as if you were there.
  • Transformation of Metal - By touching a metal object, you transform it into a different object of the same metal. Quality depends on your skill. Long casting time.
  • Rigidity of Body and Mind - You gain resistance to mental and physical damage for several minutes, but find it harder to change your mind during this time.
  • Secret Rune - Engraves invisible text similar to Inscription, or reveals/re-hides text from another casting of Secret Rune.

Complex Magic: (Tier 3)
  • Breach the Unknown - Allows the alchemist to unlock all secrets of the object, learning the material composition as well as any special properties it might contain.
  • Caustic Slag - Transmute an area of ground into caustic slag that burns anything it touches.
  • Enchant Item - This spell can temporarily enchant an item for up to an hour to give a small boon to any one of the user's characteristics. Function must follow form. The caster could enchant a sword to give prowess in combat, for example, or a circlet for a talent in socializing. Long casting time.
  • Gehenna's Golden Gun - The wizard drops a golden nugget to the floor, summoning the artifice of his race to transmute the enchanted ingot into a mighty weapon of war, such as a catapult or a bolt thrower. Still requires someone to crew it.
  • The Gilded Cage - This spell must be cast on a particular point or individual. Golden bars erupt from the ground, forming a circular cage that terminates in a point above their head.
  • Gleaming Arrow - An arrow of pure golden power bursts from the caster's forehead, soaring high into the sky before dipping down to seek out a single target. Long range.
  • Law of Gold - Enshrouds a nearby metallic magic item in strands of Chamon, suppressing its abilities. The item loses all its magical functions for as long as the caster maintains the spell. It is a deadlock and as such, they cannot cast anything else while this spell is maintained.
  • Pillar of Iron - Conjure a large pillar of magnetic iron that will attempt to draw any metallic objects in its vicinity to it.
  • Replication of Levorg - With this spell, you can conjure any mundane object, but more complex items are more difficult and it disappears after eight hours.
  • Transmutation of the Unstable Mind - Transmutes a sick mind into a healthy one, which is quite a dangerous task.

Battle Magic: (Tier 4)
  • Low-End:
    • Plague of Rust - At the wizard's command, the armour of a group of enemies begins to rot, shedding away in clouds of tiny flakes.
    • Searing Doom - A scintillating spray of sizzling silver slivers skips from the wizard's outstretched fingers over a moderate area.
  • Mid-End:
    • Enchanted Blades of Aiban - The wizard sends powerful magic coursing over his allies' weapons, making them far stronger and sharper than before.
    • Gehenna's Golden Hounds - Blowing on a glimmering golden whistle, the wizard summons a massive pair of clockwork hounds, which bound after his chosen prey and drag it screaming to its doom.
    • Glittering Robe - Shaping a sigil of power, the wizard conjures cloaks of steely scales to armour a group of his allies.
    • Transmutation of Lead - A stronger version of Armour of Lead, affecting everything a group of enemies are wearing, including weapons.
  • High-End:
    • Final Transmutation - The wizard unleashes a hail of magical energy, transmuting the flesh of his foes in a small area to unliving golden statues.

Cataclysm Magic: (Tier 5)
  • Embodiment of Chamon - Become a massive, animated golden statue, with immense strength and durability but slow speed.
  • Gehenna's Golden Globe - Summons a massive rolling sphere of gold to crush your enemies.
  • Justice - The wizard turns the tables of battle, giving the protection of the best armoured enemy to the least armoured ally, and vice versa.
  • Meteoric Ironclad - Casting charms of silver and iron, the wizard creates suits of enchanted armour that no weapon can breach.
  • Quicksilver Swords - At the wizard's command, his allies' blades flow like water, seeping through gaps in armour and hide to pierce vulnerable flesh within.
Lore Attribute: Lifebloom - Can be cast on its own or combined into another spell from the Lore of Life, healing a target's wounds moderately. Short range.

Simple Magic: (Tier 1)
  • Almanac - Predict the weather and seasonal events in advance.
  • Curse of Thorns - Thorns grow on target character, causing pain and brief damage over time.
  • Fat of the Land - Touched creature does not need to eat for one week.
  • Leaf Fall - Spinning leaves partly conceal you, making it hard to aim ranged attacks at you for several minutes.
  • Track's Tale Told - Helps to read tracks or follow a trail in the wild.
  • Tree-Dweller's Step - Touched creature can climb well for several hours.
  • The Wilds Undisturbed - You and several touched creatures can move freely through wilderness and leave no trail.

Complicated Magic: (Tier 2)
  • Earthpool - Sink into dirt and travel underground as fast as a racing horse.
  • Flesh of Clay - Increases your strength and resilience, but reduces your speed and agility for several minutes.
  • Lie of the Land - Extending a hand to the ground, the wizard communes with the earth. After one minute, they acquire a detailed physical map of the local surroundings. This internal map includes only physical features, such as topography, plant cover, and water features.
  • River's Whisper - You commune with the spirit of a river and receive general answers to questions.
  • Spring Bloom - Ensures the fertility of a field or creature for a period of time. Very long casting time.
  • Trees' Rustle - You commune with the spirit of a tree and receive general answers to questions. Trees talk slowly and don't necessarily pay attention to things others might.
  • Vital Growth - A plant you concentrate on grows very rapidly.
  • Whipvines - Summon vines from the ground to ensnare or whip opponents.

Complex Magic: (Tier 3)
  • Cure Blight - Cures plant blight in a large area, or mitigates disease on a large group of people.
  • Drain Life - This spell allows the Life Wizard to drain the life fluids from a person, sucking out all the moisture and leaving a desiccated corpse.
  • Father of Thorns - Summons a field of thorns across a large area. Doesn't do much damage, but makes it hard to move across.
  • Geyser - Water bursts up from the earth nearby, damaging, toppling and possibly stunning creatures in the area.
  • The Jade Casket - Glowing green magical power surrounds the corpse of a single character or creature, returns it to life, and transports it to the wizard's side. The revived corpse will follow simple instructions given to it by the wizard, and will instinctively fight to protect its summoner, but is not truly alive. Most people would consider this to be necromancy.
  • Regenerate - Heals any injuries short of death on a touched target, including missing limbs, but works somewhat slowly.
  • Peace - Peace may be cast on an individual or small group. The target is overcome by a sense of serenity and well-being. Those suffering from fear or terror will recover instantly, instead becoming soporific and languid – unable to do anything at all. Can be used offensively or defensively.

Battle Magic (Tier 4)
  • Low-End:
    • Awakening of the Wood - Trees have long and wrathful memories, needing only a little magical encouragement to lash out with root and branch.
    • Earthblood - You grant yourself and allies in a large area around you a regeneration ability that quickly closes light and moderate wounds.
  • Mid-End:
    • Flesh to Stone - The wizard transmutes a group of his allies' mortal forms to unyielding rock temporarily as long as the caster maintains the spell.
    • Regrowth - The caster infuses their fallen friends with fresh life, closing wounds and healing broken bones with supernatural speed. Powerful single-target healing, capable of rapidly recovering entire limbs and even (very recent) death if the body is not too damaged.
    • Shield of Thorns - At the Jade Wizard's command, crawling brambles burst from the ground, forming a living barrier across a large area that can tear apart anything that wanders within it.
    • Throne of Vines - The Life Wizard fashions for themself a walking throne of vine and bracken, to renew and strengthen his connection with the living world, boosting their ability to wield Life Magic.
  • High-End:
    • The Dwellers Below - Gnarled earthly creatures emerge from the ground, their steely strong fingers tearing at the foes' flesh, clutching their limbs and dragging them down to who knows what fate. Large scale and long casting time.

Cataclysm Magic (Tier 5)
  • Embodiment of Ghyran - Become a living treant, rapidly regenerating from wounds while hacking away at your enemies with massive wooden talons.
  • The Gardener's Warcry - The Jade Wizard casts a handful of bloodseeds upon the wind, nourishing them with raw magic until angry life bursts forth, in the form of a Blood Forest.
  • Storm of Renewal - Raw, magical life-energy flows across the entire battlefield, mending wounds and restoring the fallen to fresh vigour.
  • Verdant Apotheosis - To a skilled practitioner of Life Magic, death is a temporary state- and one to be manipulated, if the need arises. Area version of Regrowth.
Lore Attribute: Roiling Skies - Can be cast on its own or combined with another spell from Lore of Heavens, sending shockwaves of wind across the skies that buffet and damage fliers.

Simple Magic: (Tier 1)
  • Azure Blades - Thin, razor-like shards of ice fill the air around the wizard, whirling in orbit around them like miniature stars, and dealing damage to any who come close for a hand-to-hand combat attack.
  • Birdspeak - The caster can speak and understand the language of birds for a limited number of minutes. This does not grant the birds any extra intelligence or compel them to listen to the caster.
  • Galewind - Summons a strong stream of wind in a direction of choice. Won't knock people over unless they were already off-balance, but will push away light objects and projectiles.
  • Lens on the Sky - Creates a disc that floats in the air before the caster and magnifies everything behind it that is far away, essentially acting as a telescope.
  • Weathervane - By turning your gaze skywards and breathing in Azyr, you glean an insight into upcoming weather conditions.

Complicated Magic: (Tier 2)
  • The Cerulean Shield - A crackling buckler of magical lightning forms upon the wizard's left forearm. It is harmless to the caster, but any enemy who touches it receives a strong shock of electricity.
  • Clear Sky - Dispels any weather conditions in a general area. The further the weather conditions are from normal the harder the spell is to cast.
  • Curse - Curse one nearby enemy with temporary bad luck.
  • Favourable Winds - The wind conditions in the area favour you, pushing you in the right direction and against your enemies. Very useful in high altitudes or at sea.
  • Finding Divination - Points you in the rough direction of either a specific item you have seen, or the nearest item of a type. Long casting time.
  • Project Spirit - Astrally projects your invisible spirit to go exploring for several hours. Still limited by material obstacles. Bad things happen if you don't return to your body in time, and magical attacks can still hurt your spirit.
  • Thunderstrike - Summons a massive but undirected bolt of lightning from the skies that hits randomly within a wide target area, though more likely to strike tall objects. The flash of lightning and boom of thunder temporarily blinds and deafens all nearby.

Complex Magic: (Tier 3)
  • Fate's Fickle Fingers - This spell affects a group of sentient beings. The fates and fortunes of those in the group become deeply intertwined. Has somewhat unpredictable results.
  • Fate of Doom - Dreadfully curses one target you have hair or blood from with permanent bad luck.
  • Prophecy - Grants you a vague omen referencing your current situation.
  • Signs in the Stars - Writes very short, abstract message in the sky/stars for others to see, can be noticed by anyone looking up.
  • Starshine - Summons the light of the stars to banish darkness, dispel illusions, reveal invisible things, find secret doors, and otherwise show all things near you for as long as you maintain it.
  • Stormcaller - Summons a lightning storm in the area. Long casting time (Shorter if the conditions are favourable for a storm) and doesn't actually let you control the storm in any way.

Battle Magic: (Tier 4)
  • Low-End:
    • Harmonic Convergence - Divining auspicious signs, the caster guides the minds of his fellow warriors to enhance their outcomes in battle.
    • Iceshard Blizzard - Razor-sharp shards of ice hurl from the chill skies to blind and dishearten the foe.
    • Wind Blast - Targets in a large area are knocked prone and battered about, also negates missile fire in a large area. Does minimal damage but excellent at crowd control.
  • Mid-End:
    • Urannon's Thunderbolt - With a crack of thunder, the wizard calls down an almighty ball of lightning and hurls it at the enemy. Powerful but concentrated attack.
    • Curse of the Midnight Wind - Unleashes a curse upon the targets where the air itself seems to oppose their every movement, as though a strong wind was blowing against them no matter their direction of movement. It lasts for as long as it is maintained by the caster.
  • High-End:
    • Comet of Casandora - Reaching out across the Winds of Magic into the highest heavens, the wizard draws a wandering meteorite down towards the battlefield. Massive power and AoE, but delay between casting and impact.
    • Chain Lightning - Lightning bursts from the wizard's hands and arcs across the battlefield, leaping from foe to foe with crackling fury. As Urannon's Thunderbolt, but multi-target.
    • Mathlann's Herald - The wizard summons a great tidal wave to sweep away his enemies. Particularly useful during naval combat as well.

Cataclysm Magic (Tier 5)
  • Embodiment of Azyr - Become a living thundercloud, smiting your foes with fists of lightning.
  • Let the Four Winds Blow - Calling upon the spirits of air, the wizard sends mighty winds howling across the battlefield, scouring across the terrain.
  • Thorsen's Thunderstorm - Summons an enormous lightning storm and grants the caster full control over it.
  • Fantastic Foresight - Reading into the future, the wielder becomes aware of all of his enemies movements before they even consider them. For the duration of the spell, the caster can reroll any and all dice.
Lore Attribute: Smoke and Mirrors - Can be cast on its own or combined with any spell from the Lore of Shadows, teleporting into another location short distance away.

Simple Magic: (Tier 1)
  • Doppelganger - The wizard can take on the appearance (but not voice, weight or other qualities) of any other living, humanoid creature under ten feet in height for a number of minutes.
  • Deep Pockets - You deposit one handheld object into a pocket dimension, making it weightless and invisible.
  • Hush - You create a sound-dampening aura. You may choose to either have no sounds leave the aura but allow sounds to enter, the reverse, or for no sounds to be produced within the aura at all.
  • Shadowcloak - Wraps the caster in shadow, making them difficult to detect, and lasts for a number of minutes.
  • Shadow of Death - Uses the power of illusion to make the caster look fearsome and deadly for one minute.
  • Simple Deception - The caster can create an illusion of a single object within close vicinity.
  • Shadowsteed - This spell calls forth a dark and shadowy horse who will bear the shadowmancer and a minimum of gear noiselessly and at great speed until they stop riding or until the next day's first light dawns.
  • Take No Heed - The caster becomes very easy to ignore. Although people can see them perfectly fine, they tend not to notice, and don't recall anything about them after they've gone, unless they do something to draw attention to themselves. Drawing attentiom includes being somewhere they're not usually supposed to be found at.
  • Throw Voice - The caster can throw his voice, making it appear to come from somewhere else nearby.

Complicated Magic: (Tier 2)
  • Bewilder - The shadowmancer casts this spell on any one character or creature nearby. If successful, the victim becomes confused, their actions randomly ranging from wandering aimlessly, to attacking anything in reach, or even curling into a ball on the floor.
  • Choking Shadows - Shadowy tendrils of grey magic ensnare the throats of the caster's foes in a small area. Assuming roughly humanoid anatomy, they become fatigued and are unable to speak for as long as the spell is in effect.
  • Clone Image - This spell allows the Illusionist to create one or more clone images, appearing to split into a number of identical clones that stay within a few feet of each other and mimic each other's movements.
  • Cloak Activity - Allows the caster to perform any act while appearing to do something completely different.
  • Glamour - This enchantment makes the target much more attractive and convincing.
  • Illusion - Creates an illusion anywhere nearby that is a nearly perfect simulation of reality, complete with sight, sound, and smell, but requires total concentration.
  • Mindhole - Cause one character nearby to wholly forget the caster exists. All knowledge and memory of their existence is wiped from the target's mind. However, they can still notice the wizard as normal and remember anything so perceived going forward.
  • Pall of Darkness - Creates a swirling area of impenetrable darkness anywhere within a large area of the caster that lasts for a number of moments. Those affected cannot see, even if normally they could.
  • Shroud of Invisibility - Become invisible and transparent. This does not affect the other senses.
  • Wandering Shadow - You can detach your shadow and control it remotely. It cannot affect anything physical nor cast magic, but you can see, hear and smell through it. However, this spell is immediately dispelled if the shadow is disrupted by light.

Complex Magic: (Tier 3)
  • Burning Shadows - Causes the shadows around the caster to burn like acid, inflicting pain and misery on any enemies upon whom a shadow from any light source as-or-more powerful than a torch falls at the moment the shadowmancer casts this spell. Lack of light alone does not constitute shadow for the purposes of this spell; targets must be in a distinct shadow cast by some object interrupting light shining from some source. Simply being indoors does not count; the building's structure is not "casting a shadow" inside.
  • Destroy Illusions - When this spell is cast, all illusions in a large area are instantly dispelled.
  • Dread Aspect - Makes the caster look like a nightmare creature of purest dread, causing terror for one minute in all who perceive them.
  • Mockery of Death - Causes someone to appear and behave as if dead to all sight and inspection.
  • Substance of Shadow - The caster may turn into living shadow, intangible and nearly invisible. However, this spell is immediately dispelled if the caster is no longer in shadow or the shadow they are in is disrupted. It is highly recommended that you are not partially inside a solid object if the spell is disrupted. Lack of light is not enough to qualify for a shadow, it must be the shadow cast by a distinct object against a distinct light source.
  • Shadow Knives - Conjures up a number of shadowy daggers that can be hurled at one or more opponents at close range. Furthermore, their shadowy nature means that all non-magical armour is ignored.
  • Universal Confusion - As Bewilder, confuses targets in a small area.
  • Vanish - The Vanish spell allows the Illusionist to vanish into another dimension for a select amount of time. The caster may do nothing while in the other dimension, but is able to see events in the place left behind.

Battle Magic: (Tier 4)
  • Low-End:
    • Mystifying Miasma - The wizard creates a numbing fog that causes anyone in an area to listlessly stagger and stumble.
    • Steed of Shadows - A coal-black or sometimes invisible, insubstantial drake or pegasus materialises to carry a hero away on wings of night. Remains under the caster's control until he stops sustaining it.
    • Traitor of Tarn - Direct mind control on a single target within sight. The target can resist through force of will or magical defences.
  • Mid-End:
    • The Enfeebling Foe - Deceived by the Grey Wizard's wiles, the enemy's burdens lie impossibly heavy upon their shoulders, exhausting them. Targets a group of enemies.
    • The Withering - The wizard reaches into the minds of a group of his foes, instigating nebulous images of weakness and doubt, wavering morale.
  • High-End:
    • The Penumbral Pendulum - A ghostly razor-edged pendulum materialises in the air above the wizard. On his single word of command, the pendulum swings towards the enemy, picking up speed as it does so.
    • Pit of Shades - The wizard opens a vortex to the infamous Pit of Shades. Terrified warriors fall screaming through the portal, plummeting to a dimension filled with shadow and the incessant wailing of 'those who dwell beyond'.
    • Okkam's Mindrazor - The wizard summons phantasmal weapons for his allies that shred the folds of consciousness and reason. Victims of these mindrazor believe themselves slain, and so they die.

Cataclysm Magic (Tier 5)
  • Bridge of Shadows - At the wizard's command, a bridge of shadow and spite whisks his allies across the battlefield.
  • The Dance of Despair - The wizard produces a stringless fiddle and plays a haunting dirge that drives all sense of hope and urgency from his enemies' minds.
  • Embodiment of Ulgu - Become a terrifying predator of living shadow, insubstantial and invisible until the moment you strike.
  • Ribauld's Retroactive Illusion - Extending his illusions into the past, the wizard reveals that a nearby terrain feature was a mirage all along.
Lore Attribute: Life Leeching - Each living being killed by a spell from the Lore of Death makes it easier for the caster to cast more Death spells.

Simple Magic: (Tier 1)
  • Death's Release - Conjures forth the Purple Winds of Magic to swirl about a target ethereal creature. Said-target is forced to confront its state unless it can resist the spell. Continual failure results in their release from the mortal world.
  • Deathsight - For one hour, the wizard can see spirits and souls that are normally invisible to the naked eye. When living beings die, the caster can see their souls leaving their bodies.
  • Ethereal Guide - You ask a local spirit to provide simple directions for navigation.
  • Knock of the Departed - The spiriter asks and can receive an answer to one question thus asked of a specific deceased individual, as long as that question can be answered with a number of audible knocks other than zero ("How many robbers came into your house on the night you were beaten to death?"). In the case of yes/no questions, the spirit of the deceased knocks once for "yes," and twice for "no." No matter the question, the spirit is not compelled to answer at all, has no knowledge beyond that which they had in life, and can lie if they wish. Must be cast in the presence of the departed being's body, or something with a very strong connection to them.
  • Swift Passing - With a touch of their fingers, the caster can dispatch a critically wounded character.
  • Tide of Years - Causes one non-magical item you touch to age and decay, with poorly made objects turning to dust. This is a touch spell.

Complicated Magic: (Tier 2)
  • Compel Spectre- Compels spirits or ghosts to obey a simple command. Cannot be commanded to "go to rest". Can also be used to draw forth the souls of the dead as ghosts, but this is considered necromancy.
  • Limbwither - Deadens one limb -- arm or leg -- of a single target at short range. The caster may choose which exact limb of the target to affect, and it becomes utterly useless for as long as the caster maintains it. Normal use of the limb returns when the spell ends.
  • Night's Touch - Shrouds an area in the energies of Shyish, casting it into unnatural darkness.
  • Sanctify - The wizard draws a magical circle on the ground, into which no Undead can pass.
  • Shyish Uncovered - Become aware of all deaths within a general area for the last year. You learn the number and species of creatures and when they died, but not their names or manners of death. However, if you know someone's name you can check if they died there.
  • Stay Death's Hand - You turn aside the tide of Shyish from a dying character, sparing them from death for a short while. Unless what was killing them has been addressed, they die when this spell ends.
  • Steal Life - Thin, magical, misty strands suck the life essence of a foe at short range and use it to heal the caster.
  • Tomb Robber's Curse - The spiriter casts this spell in the presence of a corpse or at a tomb or grave site. Anyone who desecrates the dead body or site any time over the following year feels the effects of the curse, becoming weaker in will, intellect, and social activity for at least a week. The culprit also risks insanity.

Complex Magic: (Tier 3)
  • Acceptance of Fate - Causes a small group of allies to temporarily put aside their fear of death, making them immune to mundane and supernatural forms of terror.
  • The Animus Imprisoned - The spiriter imprisons the soul of their victim, sealing it in a durable vessel of their choosing such as a bottle, vial, or pouch. While the soul is so imprisoned, the victim's body lives as a mental vegetable, carrying on the barest functions of life -- breathing, swallowing, excreting -- without initiative or awareness. Though technically living, this husk cannot shuffle around or even sit up on its own and must be fed by others or die of thirst or starvation. The caster can restore the imprisoned soul to its body at any time by opening the sealed vessel in the presence of its body.
  • Death's Door - The caster's power over death is such that they can briefly delay the inevitable. Death's Door lasts a short time, but affects the wizard and all their allies within a small area. Those affected, if slain during the spell's duration, remain alive to do one final act. As soon as the action is resolved, death beckons.
  • Life's End - Forcibly expels the soul from a target within the immediate area, killing him immediately and horribly shrivelling his earthly remains to a husk unless their will is strong enough to resist, in which case the spell fails.
  • Soulflay - Inflicts wounds upon the target's soul that manifest physically, thus ignoring their actual toughness.
  • Youth's Bane - Causes one touched character to age years in a matter of seconds, often withering and growing feeble. While it affects animals, Youth's Bane has no effect on Daemons or the Undead. Similarly, it has no effect on items and natural materials such as food, plants, leather, etc.

Battle Magic: (Tier 4)
  • Low-End:
    • Spirit Leech - The wizard extends an ebon hand towards the chosen foe, leeching its spirit. Their mind breaks down, they lose their morale, motivation, and wants. Single-target.
    • Aspect of the Dreadknight - An invisible aura of horror surrounds the wizard's allies. Only the bravest foes will now stand before them.
    • The Icy Grip of Death- Uses the icy tendrils of Shyish to bind enemies within a large area. Those affected are stunned, and remain so until they snap out of it.
  • Mid-End:
    • Doom and Darkness - Spirits of the departed assail the caster's foes in a targeted area, sapping their resolve. There has to be nearby dead for this spell to work.
    • Soulblight - Harnessing the sickly power of Shyish, the wizard weakens a group of his foes' vitality, making them sluggish and laggard.
  • High-End
    • The Fate of Bjuna - Makes a group of enemies laugh uncontrollably, incapacitating them until their insides eventually rupture.
    • The Purple Sun of Xereus - A colossal orb of purple-edged darkness materialises upon the battlefield, and anything it touches is turned into crystal.
    • Wind of Death - This spell calls down a lethal wind of Shyish to affect a large area nearby. Those touched suffer serious injury, regardless of mundane protection or obstruction.

Cataclysm Magic: (Tier 5)
  • Ashes and Dust - A choking dust cloud erupts from the wizard's fingertips, suffocating all in its path.
  • Crystal Maze - The wizard reaches into the magical realms, drawing forth a portion of the great crystal labyrinth of legend to bind their enemies. While affected, such targets cannot be harmed, nor can they move, cast spells, etc.
  • Embodiment of Shyish - Become a terrifying spectre of death, reaping souls out of men's bodies with but a touch of your talons.
  • Mental Decay - The wizard curses one of his enemies with forgetfulness -- no trivial thing if the victim is a wizard.
Lore Attribute: Kindleflame - Spells from the Lore of Fire are easier to cast in the presence of fire, including fire that was caused by Fire spells.

Simple Magic: (Tier 1)
  • Cauterize - Stops bleeding. Doesn't heal anything, but counts as first aid.
  • Captivating Flame - Shapes a flame into hypnotic patterns that mesmerize observers.
  • Ceaseless Flame - You carefully infuse a flammable object with a loop of Aqshy designed both to fuel a small flame and to draw more of the Red Wind of Magic to the object, lighting a candle-sized fire that cannot be put out by any means, even submersion in water. Any flames it ignites are non-magical, however.
  • Choleric - A target of your choosing becomes annoyed or enraged, and may attack randomly.
  • Cindercloud - You draw a deep breath and exhale it as a sooty stream until it coalesces into a billowing cloud of dark smoke and ash.
  • Flame Beam - A beam-like offensive spell that stuns the targets while causing continuous damage.
  • Forge of Vaul - Blesses coal to burn with greater heat and for longer.
  • Raze - Fire bursts from the hands of the wizard, burning a particular object until there is nothing left but a pile of ash.

Complicated Magic: (Tier 2)
  • Boiling Blood - Boils blood in one target, dealing armour-ignoring damage. Target explodes if it dies from this spell.
  • Consuming Wrath - Target goes berserk but is also slowly consumed by fires from within. Eventually combusts and damages those nearby.
  • Incascadent Form - Surround yourself with an extremely brightly glowing flame, making it difficult for enemies to look at you.
  • Kindred of the Hearth - You stick your hand into a flame and draw out a fire elemental to serve you for a time. Obviously hurts you unless you're immune to fire, and the strength and size of the elemental depends on the size of the fire.
  • Shield of Aqshy - Wraps the caster with currents of the Red Wind, which shields them against fire attacks.
  • Smouldering Gift - You will a mote of Bright magic to coalesce physically, focusing the intensity of Aqshy into your clenched fist. You summon a lump of coal that you can remotely set on fire or detonate as an explosive at will.
  • Stoke the Flames - Boost an existing regular fire into a massive inferno, far past what it should naturally burn.
  • Rise from Ashes - This spell can be used to heal a mortally wounded comrade of the wizard. It makes their wounds no longer life-threatening but does not heal them completely. Leaves behind a lot of scars.
  • Sanguine Swords - The air around the wizard takes on a fiery glow as up to six red swords materialize, floating before him. At a gesture, the swords fly towards chosen targets.

Complex Magic: (Tier 3)
  • Addaoith's Wrath - The wizard invokes this spell by thrusting his hand in the air. Flames burst out of the ground, beneath the feet of his chosen foes. Small AoE.
  • Burning Vengeance - Causes the target of this spell to have a burning desire for vengeance against another character. The caster must name both the target and the object of the vendetta during the casting of the spell which acts as a curse.
  • Curtain of Flame - Creates a wall of fire, can be shaped to a certain degree.
  • Hearts of Fire - Makes a group of allies resistant to fear and recovers morale.
  • Kindling Curse - Casts a curse in an area that turns non-flammable materials flammable, even water, stone or metal.
  • Purge - Fire erupts in a small focused area, setting anything flammable alight, and also burning anything tainted by the corruption of Dhar, such as warpstone – but the spell must be maintained longer the larger the corrupted item is.
  • Withering Heat - With a triumphant gesture, the wizard sets a curse of desiccation upon his foe's flesh, drawing out moisture from their body.
  • Ygethmor's Fiery Blizzard - Summon a torrent of fiery wind, pushing back enemies and lighting flammable objects on fire. Does not do much direct damage.

Battle Magic: (Tier 4)
  • Low-End:
    • Fireball - You create several balls of fire and hurl them towards the foe, which explode upon impact. Moderate power and AoE.
    • Flaming Sword of Rhuin - Imbues the weapons of a group of your allies with flames.
    • Cascading Fire-Cloak - A shield of flame appears around the wizard, scorching nearby foes who dares to approach. Arrows and small projectiles are turned to ash.
  • Mid-End:
    • The Burning Head - A cackling visage, wreathed in flame, appears before the wizard. With a final screech of glee, it bounds towards the enemy. Moderate AoE travelling in a straight line.
    • Conflagration of Doom - You call down a fiery inferno to engulf a large area, continuing to burn until nothing is left. Stationary and moderate AoE, but very persistent.
    • Fulminating Flame Cage - Searing rods of magical flame shoot out to trap a chosen group of enemies in a cage of fire.
    • Piercing Bolts of Burning - Summons a storm of fiery bolts that can penetrate armour.
  • High-End:
    • Flame Storm - A vortex of roiling flame bursts forth, the roar of its creation almost drowning out the screams of its victims. Imprecise and moves around, but massive AoE.

Cataclysm Magic (Tier 5)
  • Embodiment of Aqshy - Become a living elemental of fire, wielding claws of magma while breathing out jet streams of flame.
  • Fireball Barrage - A stronger version of Fireball, summons a massive amount of fireballs to blast the enemy with.
  • Magma Storm - The wizard sets a fire in the very rock itself, causing the ground to splinter and the raging lifeblood of the world to gush forth and engulf his foes. Permanently alters the environment into a rather hellish place, very difficult to revert.
Lore Attribute: Wildheart - Can be cast on its own or combined with another spell from the Lore of Beasts, instilling fear into nearby enemies.

Simple Magic: (Tier 1)
  • The Beast Broken - An animal of a domesticable species you touch is domesticated instantly and indefinitely.
  • Beast Form - You transform into an animal up to about the maximum size of a bear or a moose. While transformed your equipment stops working and you cannot speak or cast spells. This spell can (and must) be learned multiple times, once for each animal form. Larger and more powerful forms are harder to use and have a longer casting time.
  • The Boar's Hide - Your skin becomes tough as a boar's and resistant to cold.
  • Calm the Wild Beast - An animal at short range becomes placid and ride-able for several hours.
  • Claws of Fury - Your fingernails turn into razor-sharp claws, but they prevent you from holding a weapon.
  • Farsight - Allows you to see across long distances as though they had a telescope.
  • Follow Scent - Allows you to unerringly follow a scent trail.
  • Master's Voice - Allows you to command a nearby animal at short range to do your bidding for a short while, but it does not increase the animal's intelligence so it can only interpret simple commands.
  • Musk Spray - You fire a spray of foul-smelling musk that cannot be removed from the target, marking them with a unique scent.
  • Prey's Vigilance - Calling upon bestial survival instincts, you become much more alert to hidden enemies, dangers and traps.
  • Slip the Snare - You invoke the wild freedom of Ghur magic to subvert trammels and fetters, slipping away from restraints. Can be cast without any free hands.
  • Stalker's Cunning - You gain a bonus to stealth and attack enemies that don't see you coming.
  • The Talking Beast - You grant an animal the ability to speak (again without increasing its intelligence) or become able to talk while transformed.
  • Quick Passage - You are able to rapidly move through wilderness without being slowed down by terrain.
  • Wildercall - This allows you to make a call in the language of a particular species of animal, summoning them to you unless they have strong reason to avoid you.

Complicated Magic: (Tier 2)
  • Amber Talons - Your hands turn into massive, supernaturally sharp talons of crystal amber.
  • The Beast Made Well - Heals an animal you touch.
  • Beast Tongue - You infuse your throat with Ghur, becoming able to communicate with any animal, but losing the ability to speak civilized tongues. Does not increase the intelligence of the animals you speak to, so range of conversation is limited.
  • Cruelty's Desserts - While touching an animal, wild or domestic, you lay a curse on it so that any intelligent creature who harms or is otherwise cruel to that particular animal before the next full moon will be spurned by other animals until the next full moon after that.
  • Cowering Beasts - Invoking the primal prey instinct to cower and flee, you temporarily inflict fear and panic into nearby enemies.
  • Eyes of the Pack - This allows a group of allies to see through each other's eyes, this can be disorientating for untrained individuals.
  • Hunter's Hide - A cloak of pure Ghur envelops you, protecting you from harm and allowing you to blend into nature.
  • Leatherbane - You touch a creature and everything made of leather, fur or other animal products that said creature is wearing wither away into nothingness.
  • The Ox Stands - You boost the morale of a small group of allies, shielding them against fear and terror.
  • Predatory Hunger - After killing an enemy, you consume their spirit to heal yourself.

Complex Magic: (Tier 3)
  • The Amber Trance - You mesmerize a single individual at short range. They will fall into a rigid trance, and their body slowly turns to transparent amber. The entranced individual cannot be moved or harmed in any way. When the spell wears off the victim returns to normal, remembering none of the "lost" period of time.
  • Beast Master - You gain the absolute loyalty of one nearby animal, convincing it that they are its pack leader. The beast will fight to the death to protect their new master and even understand basic commands. Even after the spell wears off, the beast will have residual respect for you.
  • Beastshape - You take on the appearance of a bestial werecreature disturbingly reminiscent of beastmen or mutants, growing fur, teeth and claws and gaining a boost to strength, speed and toughness.
  • Bestial Spirit - Summons the spirit of a noble beast to fight for you. This can take the form of any common animal and is ethereal so non-magical attacks pass through it.
  • The Beast Unleashed - You infuse a small group of allies with a berserk frenzy.
  • Crow's Feast - You summon a swarm of iron-beaked ethereal crows to attack all enemies within a small area, pecking at their eyes and faces.
  • Hunter's Spear - You summon a spear of glowing amber that flies with supernatural force and seeks out weak points on monsters and beasts.
  • Tracking Spoor - You lay a curse upon a group of targets at short range that emits a distinct, strong scent that only you can smell. The scent cannot be washed off, and lasts for up to a year.
  • Repugnant Transformation - You transform a touched target into a hideous creature that loses all capacity for rational thought and acts according to random, primal desires.
  • The Writhing Worm - You summon a large brown worm that wraps around a target and immobilizes them.

Battle Magic: (Tier 4)
  • Low-End:
    • Wildform - You shape a large group of allies to take on a beast-like aspect disturbingly close to Beastmen or mutants, giving them a boost in strength and toughness.
    • Flock of Doom - Invoking a corvid spirit, you summon a swarm of iron-beaked ethereal crows to attack all enemies within a large area, pecking at their eyes and faces.
    • Impenetrable Pelt: You sheathe vulnerable flesh in unyielding hide, granting an ally, or a small group of allies if overcast, a massive boost in toughness.
  • Mid-End:
    • Kinos the Beast Cowers - Invoking a bestial spirit, you inflict fear and terror upon a large group of enemies.
    • Lupens the Wolf Hunts - Invoking a lupine spirit, you spur allied warbeasts forward at a great speed. Only works on beasts, monsters or units that rely upon them for mobility (cavalry, chariots, etc.)
    • Adlos the Eagle's Cry - Invoking a raptorial spirit, you let out a piercing cry that panics enemy warbeasts that hear it.
    • Buccos the Ox Stands - Invoking a bovine spirit, you boost the morale of a large group of allies, shielding them against fear and terror.
    • Ursos the Bear's Anger - Invoking a ursine spirit, you grant a single ally a substantial boost in strength, speed and toughness.
    • The Amber Spear - You pluck a spear of glowing amber out of thin air and throw it hard enough to hit like a ballista bolt, or a cannonball if overcast.
    • The Savage Beast of Horrors - You unleash the beast within, granting an ally, or a small group of allies if overcast, a massive boost in strength and speed while warping their physical forms.
    • Spirit Curse- At your command, nebulous nature spirits assail a group of foes with ethereal claws, hindering them constantly.
  • High-End:
    • Transformation of Kadon - You transform into a monster such as a Manticore, Griffon, Hydra or Dragon. While transformed your equipment stops working and you cannot speak or cast spells. This spell can (and must) be learned multiple times, once for each form. Larger and more powerful forms are harder to use and have a longer casting time.

Cataclysm Magic: (Tier 5)
  • Consume Strength - You sap the strength of a large group of enemies while boosting that of an equal group of allies.
  • Embodiment of Ghur- You open yourself to Ghur and fully bring the beast within to the surface, taking on a large monstrous shape that reflects your true self, taking on aspects from various beasts and monsters.
  • Hunter's Moons - You boost the strength and toughness of all allies on the battlefield, regardless of range.
  • Kurnous' Fury - You infuse a large group of allies with berserker frenzy.
  • Monstrous Regiment - You call upon the strength of the wild world and bestow it upon a large group of allies, granting them a massive boost in strength, speed and toughness while warping their physical forms.
  • Murder of Crows - You summon a swarm of iron-beaked ethereal crows to attack all enemies across an enormous area, pecking at their eyes and faces.
 
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[x] Agent of Ulthuan

On his majesty's secret service…


I'd suggest you're overloading on the projects, but here for it either way.
 
I'd suggest you're overloading on the projects, but here for it either way.
Fair, but sometimes it's nice to be able to switch up when the brain isn't cooperating.

Also, in my experience Quests are signficantly less stressful to write than fanfiction because the voters are forced to share the blame for the direction it goes in. :V
 
[X] Wandering Mage

Dunno about the rest of you, but it seems in Ulthuan's playbook for the more willful High Elves to be more involved with the rest of the world while they play damage control.

[X] Exiled Prince/Princess

Though Exile is interesting too.
 
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