Way of Law

The Way of Law is a versatile school of magic that focuses on manipulating the underlying rules that govern humans and nature. Concepts, states, behaviors, and the very forces of the universe are simply different expressions of these same underlying principles. A practitioner of the Way of Law can amplify strengths and weaknesses, create and enforce rules, and restrict others through contracts and authority. At higher levels, this transforms into an exploitation of loopholes in the natural order to create beneficial effects; the amplification of mundane actions into deadly mystical powers; control of others; and the manipulation of cause and effect. 
The Way of Law is a very old and generalist school of thought, practiced throughout most of Amurel. As the principles of this Way are focused on augmenting one's advantages, some take up the Way of Law to supplement their main combat system. Those who work within an institution also tend toward this Way, as their powers are desirable to smooth out certain processes.
==Spell Effects==
===Ordinary===
At ordinary attainment, you gain the Lawyering ability. By having one or more entities swear a solemn vow in your presence, you may create a mystical {Pact} between them. The provisions of the {Pact} can be as complex and specific as you like, but must be vocalized by all parties during the creation of the {Pact} to take effect. The {Pact} will enforce the arrangements and provisions present in the vows, however, it cause direct injury by itself, nor can it force a creature to do something against their will. You may add clauses stipulating the activation of a spell, though this will require you cast said spell at the time the {Pact} is formed. When the vows are broken, the {Pact} will by default notify all who underwent it, but this can be changed through a provision.  
Additionally, you gain extra Gambit slots.
Ordinary Effects 	 	 	 	
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Bend Law 	 	 	 	
Cost: 0 Might
Casting Time: 1 Reaction
Range: Sight
Duration: Concentration
----Choose a point in space, an action, or an event that you can see. You envelop it within a mystical zone of [Control], in which you can bend the natural order.  
Upcasting. The radius of the zone of [Control] increases to 4 meters for each additional Might spent. You must decide the size of the zone of [Control] when casting a spell with this effect.	 	 	 	
Aura of Personality 	 	 	 	
Cost: 2 Might
Casting Time: 1 Action
Range: Self
Duration: 1 minute
----You attempt to charm creature you can see. It must make a Glamour contest against you, and does so with advantage if you or your companions are fighting it. If it fails the save, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. If the creature succeeds its save, it becomes aware you were attempting to alter its perception of you.
The charmed creature regards you as variation of (your choice):
*A figure of authority.
*A friendly acquaintance.
*A powerful and dangerous figure.	 	 	 	
Disaray 	 	 	 	
Cost: 1 Fate
Enhancement Effect
----A [Mystical Area] created by a spell with this effect imposes a –1 malus on ranged attack Draws that originate, pass through, or target a creature within it. 
Upcasting. The malus increases by –1 for each extra Fate placed on this effect.	 	 	 	
Weaken 	 	 	 	
Cost: 3 Fate
Enhancement Effect
----If a Draw occurs within a [Mystical Area] created by a spell with this effect, you may immediately draw a card and subtract its value from the Draw's total. You must do this before the result of the Draw has been announced.  
Upcasting. You may draw an additional card for every two extra Fate spent on this effect.	 	 	 	
Strengthen 	 	 	 	
Cost: 3 Fate
Enhancement Effect
----If a Draw occurs within a [Mystical Area] created by a spell with this effect, you may immediately draw a card and add its value from the Draw's total. You must do this before the result of the Draw has been announced.  
Upcasting. You may draw an additional card for every three extra Fate spent on this effect.	 	 	 	
Certanty 	 	 	 	
Cost: 2 Fate
Enhancement Effect
----Creatures within a [Mystical Area] created by a spell with this effect have a –1 malus on their contests for its duration. 
Upcasting. The malus increases by –1 for every two extra Fate placed on this effect.	 	 	 	
Uncertanty 	 	 	 	
Cost: 2 Fate
Enhancement Effect
----Creatures within a [Mystical Area] created by a spell with this effect have a bonus of +1 to their contests its duration. 
Upcasting. The bonus increases by 1 for every two extra Fate placed on this effect.	 	 	 	
Settle 	 	 	 	
Cost: 1 Fate
Enhancement Effect
----You reduce the duration of an event or effect within a [Mystical Area] created by a spell with this effect by 1 turn. Instantaneous effects cannot be reduced.
Upcasting. The number of turns you can reduce the duration for increases by 1 for every extra Fate you spend.	 	 	 	
Extend 	 	 	 	
Cost: 2 Fate
Enhancement Effect
----You increase the duration of an event or effect within a [Mystical Area] created by a spell with this effect by 1 turn.
Upcasting. The number of turns you can increase the duration for increases by 1 for every two extra Fate you spend.	 	 	 	
Exploit 	 	 	 	
Cost: 2 Might
Enhancement Effect
----You may amplify or weaken an event within a [Mystical Area] created by a spell with this effect, moving its nature one stage along the table shown below. This event can be anything from an action, such as an attack or spell, to even a non-action, such as falling.
{| class="fandom-table"	Uneventful 	Pain 	Damage 	Impact
The event does not cause any notable changes on its enviroment.	The event procs a Concentration check against creatures within an appropriate range, with a DC equal to your spell save DC.	The event inflicts 1C crush damage against Physique upon impact, using your Spell-Casting Modifier if necessary.	The event inflicts a movement-impairing Condition, in addition to dealing damage.	
===Master===
At Master attainment, you gain the ability to issue an Edict. You may order a target within one of your areas of [Control] to follow a course of activity - such as running, bowing or delivering an item – forcing a number of creatures that can hear and understand you to follow the course of action you proclaimed. This course of activity must be expressed in two sentences or less. Creatures that can't be Charmed are immune to this effect. The ordered course of action can persist for up to 1 hour. If the suggested activity can be completed in a shorter time, the ability ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. If the condition isn't met before the duration expires, the activity isn't performed. Should the target become aware they are under the influence of an {Edict} or want to resist its enforcement, they are entitled to a Glamor contest to end the effect. If the {Edict} would force them to do something that would put their life at risk, they perform the save with advantage. 
Additionally, you gain an extra Gambit slot. 
Master Effects
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Dispel Magic
Cost: 3 Might
Enhancement Effect
----A spell with this effect dispels magic within its [Mystical Area] if its resource cost is 3 or below. If it isn't, the caster must make a contest using their Spell-Casting Attribute against the spell's resource cost. Mystical items within the area are disabled for the duration of the spell, being affected as if their activation cost were equal to two times its Class. Artifacts follow the same rule as long as their Stratum is lower than your own.
Upcasting. The resource cost at which the spell is automatically dispelled increases by 1 for each extra Might spent.
Seal Magic
Cost: 3 Might
Enhancement Effect
----A spell with this effect seals magic within its [Mystical Area], or that you have Prepared, inside an object if its resource cost is 3 or below. The object must also be included inside the [Mystical Area] for this effect to work. When casting this spell, you must specify the conditions to release the spell from the object, which can be as specific as you want. When these conditions are met, the object has been destroyed, or more than 1 hour has passed, the sealed spell is cast with the object as its point of origin, using your Spell-casting modifiers whenever required. The spell automatically chooses the nearest valid target to affect.
Upcasting. The resource cost at which the spell can be sealed increases by 1 |OR| the time the spell can be sealed increases by one order of magnitude for each extra Might spent.
Shatter
Cost: 1 Might
Casting Time: 1 Action
Enhancement Effect
----You disrupt the bonds of matter within a [Mystical Area] created by a spell with this effect, causing cracks to erupt across everything that is caught within it. Creatures within the area take 4C sonic damage against their Physique.
Upcasting. The damage increases by 1C for every extra Might spent.
Size
Cost: 3 Might
Casting Time: 1 Action
Range: Touch
Duration: Concentration
----You change the size of an entity within range of the spell by one size category. If the target is a creature, everything that it is wearing or holding changes sizes with it so long as it is also within the area. If the target is unwilling, it is entitled to a Physique contest against your Spell-Casting Attribute to resist the effect. If it is being held, its holder may perform the save for it. The target's weapon damage increases or decreases by 1C along each size category change.
Upcasting. The number of size categories you can change on a target increases by 1 for every two Might spent.
Disorder
Cost: 4 Fate
Duration: 1 minute
Enhancement Effect
----Whenever a Draw is performed within a [Mystical Area] created by this spell, its modifiers are reduced by your Spell-Casting Attribute. If this would reduce the modifier below 0, round it up to 0.
Upcasting. The duration is doubled for every extra Fate spent.
Command
Cost: 2 Might
Enhancement Effect
----You exert your will over a creature that is charmed by you, forcing it to obey your commands. While charmed, the creature will follow your commands to the best of its ability, but will not put itself in harm's way or do anything that is against its nature. If your commands are outside the scope of how the charmed target perceives you, the target will be entitled to a Glamor contest to resist this effect, creasing to be charmed, and becoming aware that you attempted to manipulate it trough mystical means.
Upcasting. You can target an additional charmed creature within range for every additional Might spent.
===Grandmaster===
At Grandmaster attainment, you gain the ability to Magnify events with mystical portent, greatly boosting their effect. You may Magnify an action, attack, or spell by spending a certain amount of Might (minimum of 1). For example, you may Magnify a simple push into a powerful throw; the motions of a grasp or hug into a Grapple done at a distance; or the blowing of air into a strong gale. Whenever this would require a check to verify whether this action succeeds, perform them using your Spell-Casting Attribute. In any situation that the Magnified Action would cause a contest between two or more creatures, you replace the bonuses to the Draw of the creature whose action you’ve Magnified (which may be yourself) with your Spell-Casting Attribute, plus the amount of Might expended to Magnify the event. 
Additionally, you gain an extra Gambiy slot.
Grandmaster Effects
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Corruption
Cost: 3 Might
Casting Time: 1 Reaction
Range: Sight
Duration: 1 turn
----You corrupt the words or actions of a target that you can see within range. You may have the entity's intended target changed to another valid target within range, or cause them to abide by their own words (for example, demanding you to stop could be corrupted into that creature "stopping" themselves, becoming stunned for the duration of this effect). If the target is a creature, it is entitled to a Glamour contest to resist the effect. If the target is a spell, you must win a Spell-Casting contest against its caster to affect it. While affected, a target may repeat the contest at the end of every turn. 
Unless a creature has succeeded on a Glamour contest imposed by this effect or has otherwise broken free from it due to an external influence, it will not be aware that you have corrupted their actions or intent.
Upcasting. The duration of this effect increases by 1 turn |OR| number of creatures you can target at once increases by one for each extra Might spent.
Restriction
Cost: 3 Fate
Duration: 1 Turn
Enhancement Effect
----You forbid a certain action or creature-type within an area of [Control], restricting all entities within the area. All creatures within an area of [Control] under this effect, as well as those who first enter it, must succeed on a Glamor contest against your Spell-Casting Attribute or be restricted by this effect. An affected creature may attempt the contest again at the end of every turn, becoming immune to the effect for the next 1C turns on a success. You may forbid:  
* Actions, such as teleportation, speaking or jumping. You cannot forbid non-actions like dying or falling.
* Creature-types, such as demons or undead. Creatures of the chosen type within the affected area are projected away from it at a speed of 180 meters per turn, until they either leave the area or impact a surface and are pressed against it, taking 4C crush damage against their Physique.
Upcasting. The duration of this effect increases by 1 turn for each extra Fate spent.
Execute
Cost: 3 Might
Casting Time: 1 Reaction
Range: Sight
Duration: Instantaneous
----You imbue an action with a command that can erase the life of a creature. As part of this effect, perform another action, or target an existing action within range, to imbue with this effect. If the target of the imbued action has a Condition of 30 or lower, it immediately dies. Otherwise, they take 3C mystical necrotic damage against their Physique.
Upcasting. The target of the imbued action takes an additional 1C necrotic damage for each extra Might spent.
Disintegrate
Cost: 4 Might
Enhancement Effect
----You completely disassemble all things within a [Mystical Area] created by a spell with this effect. A target within the area affected by this effect takes 7C sonic damage against their Agility. If this damage reduces the target to a Condition of 0 or lower, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to infinitesimally small particles of dust, preventing most means of resurrection.
This effect automatically disintegrates an object or a creation of magical force smaller than the [Mystical Area]. If the target is an object or creation of force of a larger size, this spell disintegrates a portion of it equal to the size of the [Mystical Area]. A mystical item makes this save with advantage, using their class as a bonus to the draw, and artifacts are entirely immune.
Upcasting. For every two extra Might used, the damage increases by 1C.
Exploit
Cost: 1 Fate
Enhancement Effect
----You exploit the state (which are exclusively non-actions) of a target within a [Mystical Area] created by a spell with this effect, extending or reducing its duration by the duration of this effect.
Upcasting. The duration of this effect increases by 1 turn (or 6 seconds) for each extra Might spent.
Bestow
Cost: 2 Might
Range: Sight
Duration: Instantaneous
----You bestow a certain effect or Condition to a creature that you can see within range. You may only bestow one condition, property or effect per casting of this effect. You can choose any effect from among those you know, at a Might cost of 1 or lower, to bestow upon a creature. This implies no additional Might cost. Alternatively, you may select a Condition that is affecting you to bestow upon the target instead.
In any case, the target creature is entitled to an Physique save to avoid this effect entirely.
Upcasting. The maximum Might cost of the effect you can bestow increases by 1 for each extra Might spent.
===Scion===
At scion attainment, you gain the Rule of Law ability. An area around you equal to twice your Glamor in meters becomes a zone of [Absolute Control]. This special mystical zone functions as a zone of [Control] for the purposes of being affected by your spells and abilities. The zone may be retracted or activated at-will and can manifest as any shape of equivalent area, centred on you. You can use an Action to expand your zone of [Absolute Control] to encompass the entirety of an enclosed space. You may also define a set of effects, with a combined resource cost no higher than 4, to apply to the zone of [Absolute Control], as if you were creating a spell. The effects will remain active for as long as the zone is, ceasing temporarily when it is retracted, and only affect those you wish to target. In addition, you may treat everything within the zone of [Absolute Control] as if it were within melee range. 
Additionally, gain extra Gambit slots.
Scion Effects
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Ressurect
Cost: 9 Might
Casting Time:
Range: Sight
Duration: Instantaneous
----You exploit certain loopholes within death, targeting a dead creature that didn't die of old age within range. If its soul is free and willing, the target returns to life with full Condition. This effect neutralizes any Poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if these are of similar or greater strength than the caster's. If such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This effect also closes all mortal wounds and restores any missing body parts.
Dominate Fate
Cost: 10 Fate
Casting Time: 1 Reaction
Range: Infinite
Duration: 1 Turn
----You force the world to follow strict rules of cause-and-effect, trapping all creatures within the same dimension as you in this flow of causality. Affected creatures continue to think and act as normal, even if faced with impossible situations, and are incapable of suffering damage for the duration of this effect. Affected creatures can still be affected by Conditions and other effects.  
You, in the meantime, are entirely exempt from normal cause-and-effect: Attacks and magical effects will harmlessly pass through you, leaving you unaffected. 
Upcasting. The duration of this effect increases by 1 turn for each extra Fate spent.
Imprisonment
Cost: 10 Fate
Casting Time: 1 Minute
Range: 20-meter
Duration: Instantaneous
----As part of casting a spell of this effect, target a creature within 20 meters of you. If this creature remained restrained or incapacitated while the spell was being cast, you may imprison that creature inside a special demi-plane of your creation. The demi-plane can exist in the far reaches of the universe, or inside an object of your choice - which you must pick as part of casting this effect.  
While inside the demi-plane, the affected creature is Paralyzed. Any magical effects with a resource cost of 10 or less that try to enter or leave the demi-plane are negated. 
Alternatively, instead of imprisoning the creature in a demi-plane, you may choose to inflict it with a permanent Condition - such imprisoning the creature in an unending sleep, or permanently turning it to stone. Likewise, only magical effects with a cost of 10 or more can dispel this permanent condition.
Category:School of Magic