Way of Essence

All things have an essence: Water and earth; the sea and the sky; thunder and anger; death and the soul; everything that exists is composed of particular essences. The differences between objects and entities are due to disparities in the balances of different types of essences - or ‘Breaths’. There exists the ‘Breath’ of life, of death, of humanity; any and all things bear their own ‘Breath’. The Way of Essence is based on the manipulation of this ‘Breath’, giving it form, presence and purpose. Its main focus is the materialization of 'Breath' into usable forms, to manipulate the environment, and even as destructive breath weaponry and energy explosions. It is one of the most developed philosophies, found throughout the entirety of Amurel. 
Mystical materials of the Way of Essence are rather special, as they can be used by more than one school, depending on their breath of origin, as detailed in their description.
'Breath’ is usually formless and invisible. However, influencing the currents of ‘Breath’ trough the Way of Essence has the secondary effect of giving them color, which is particular to each type of 'Breath'. For example, blood 'breath' is red, the 'breath' of humanity is a milky white. Some, like the ‘breath’ of air, don’t have a particular color. You may choose the color such types of 'Breath' take when manipulate them as you first learn an effect from this school.
==Spell Effects==
===Ordinary===
At Ordinary attainment, you are able to detect variations in the breaths of an object or creature as colorful auras present on their bodies. As long as you Concentrate on a target you can see, you will be able to perceive various attributes, both mechanic, such as Physique or Condition, and abstract, as with their general health or emotional state. As a single action, you may perform a Visionary Divination on one such a subject against a creature you can see.
Additionally, you gain extra Gambit slots. 
Ordinary Effects
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Breath
Cost: 0 Numen
Casting Time: 1 action
Range: Touch
Duration: Renewal
----You summon a mass of [Breath] no larger than a 2-meter cube in a space within range.
Upcasting. For every extra Numen placed on this effect, the size of the [Breath] mass is doubled.
Exhale
Cost: 1 Numen
Enhancement Effect
----The spell can move a mass of [Breath] up to a distance equal to two times your Spell-Casting Attribute in meters. If the spell’s cost exceeds 1 Numen, the current of [Breath] caused by this effect will have enough force to inflict damage, dealing 1C aura damage against Physique on impact for each Numen exceeding the first.
Upcasting. For every extra Numen placed on this effect, the distance up to which the mass can be moved is doubled.
Vivid Breath
Cost: 1 Might
Enhancement Effect
----The [Breath] of a Spell with this effect inflicts 2C aura damage against Physique to any creatures that it touches or passes.
Upcasting. For every extra Might placed on this effect, the damage increases by 1C.
Codense Breath
Cost: 1 Numen
Duration: Concentration
Enhancement Effect
----The Spell’s [Breath] congeals into a translucent material that can blocks spells and attacks. The mass gains physical attributes equal to your Spell-Casting Attribute, and a Condition equal to twice that. The mass lasts for as long as you Concentrate on this Spell, or until its Condition reaches 0, at which point it immediately disperses.
Upcasting. For every extra Numen placed on this effect, the Condition of the object increases by an amount equal your Spell-Casting Attribute.
Shape Breath
Cost: 1 Numen
Duration: Renewal
Enhancement Effect
----The shape of the [Breath] created by a spell with this effect can be changed to resemble any simple object of equal or lower size. The object will behave as - and have all the properties of - its regular counterpart, with the exception of any mystical properties the original may possess. The created object itself will, however, count as mystical. If used to attack, it will deal the same damage and damage type dealt by object it is emulating. If none are specified, the created object will deal 1C crush damage against Physique instead.
Upcasting. For every extra Numen placed on this effect, the damage dealt by the object increases by 1C.
Ward
Cost: 2 Numen
Duration: Renewal
Enhancement Effect
----The [Breath] created by a spell with this effect accelerates around an area. For the duration, the [Breath] remains on the field and any attack against Physique and Agility targeting an entity inside it receive a -1 malus.
Upcasting. For every two extra Numen placed on this effect, the malus increases by -1.
Telekinesis
Cost: 0 Numen
Casting Time: 1 Reaction
Range: Self
Duration: Renewal
----For the duration, you may manipulate a number of objects that you can see, whose combined weigh doesn't exceed 5 kg, as if you were holding them. On your turn, you can use move them in the same manner up to twice your Spell-Casting Attribute in meters. Whenever it may be called for, you use your Spell-Casting Attribute when manipulating an object trough this effect. If you manipulate a weapon with this effect, you use your Spell-Casting Attribute for its attack Draws.
Upcasting. For every extra Numen placed on this effect, you can either manipulate an additional object |OR| double the speed of at which you may move an object |OR| double the weight you can manipulate trough the spell.
Infuse Breath
Cost: 2 Numen
Casting Time: 1 Reaction
Range: Touch
Duration: Concentration
----You imbue an object you are holding with currents of [Breath]. For the next minute, so long as you maintain Concentration, you can use your Spell-Casting Attribute instead of Physique for the attack. The object's damage grows to 2C, unless that object’s damage is already higher, and its damage type will become mystical.
Upcasting. For every two extra Numen placed on this effect, the weapon's damage grows by an additional 1C.
===Master===
At Master attainment, you've gained a deeper understanding of 'Breath', and have become more adept at manipulating certain types of it. You may choose to attune to a specific type of 'Breath', which, for convenience, is grouped under a particular Damage Type. Whenever you cast a spell that creates a mass of [Breath], you may choose to have the spell deal the Damage Type of your attuned 'Breath' instead of the spell's usual damage type, and add an additional Card of damage. If your attuned 'Breath' has any special properties, these will also apply to all spells cast in this manner. To attune to a new type of 'Breath', you must perform a special Ritual that takes [(1/10 of Material's Value) - your Spell-Casting Attribute] days of downtime to complete. You must also have at least one vial of the new 'Breath'. Once the Ritual is complete, you can attune to the new 'Breath', and must choose a Damage Type associated with it. You can only be attuned to one 'Breath' at a time.
Additionally,you gain an extra Gambit slot. 
Master Effects
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Breath Projection
Cost: 2 Numen
Casting Time: 2 Actions
Range: Sight
Duration: Renewal
----You shape a mass of [Breath] that you can see into the form of an entity you know at a similar or lower size category as the mass. The creature or object will be translucent and clearly mystical in nature. The entity gains the following properties, based on its form:
*Weapon. The weapon retains the same damage, damage type, and properties its regular counterpart possesses.
*Body Part or Creature. The entity can perform any actions its regular counterpart would be able to.
The entity uses your Spell-Casting Attribute for all of its Draws. It has physical attributes equal to your Spell-Casting Attribute (plus the bonuses provided by its Size) and a Condition of 50. Additionally, if the entity is capable of crushing or squeezing a target, you may have it do so at the beginning of every turn while it is grappling a target, dealing half, rounded up, of its regular damage as crush damage against their Physique. The projection will not, however, possess any innate mystical proprieties of its regular counterpart.
Upcasting. For every extra two Numen placed on this effect, the projection gains an additional 50 Condition.
Detect Life
Cost: 2 Numen
Casting Time: 1 Reaction
Range: Sight
Duration: Concentration
----You can sense the presence or absence of life within range. When casting this effect, Perform a Visual Divination to determine the presence of living creatures within your surroundings. If the divination succeeds, you can use an additional action to determine the location of creatures you've detected.
Breath Sheaths
Cost: 2 Numen
Duration: 1 minute
Enhancement Effect
----When the spell's mass of [Breath] enters the same space as a target, and is of sufficient volume, you may shape it into any manner of equipment or restraints, enveloping them in [Breath]. An unwilling target is entitled to an Agility contest against your Spell-Casting Attribute to resist the effect.
Upcasting. For every extra Numen placed on this effect, you may target an additional creature within the same space |OR| double the effect's Duration.
Etheric Garment
Cost: 1 Numen
Enhancement Effect
----Whilst the [Breath] of this spell is in contact with a target, their physical resistances are increased to match your Spell-Casting Attribute.
Shield
Cost: 2 Numen
Casting Time: 1 Reaction
Enhancement Effect
----Whilst the [Breath] of this spell is in contact with a target, you may fashion it into a shield or force-field, granting the target 15 Vitality. Damage dealt to the creature´s Condition are instead subtracted to its Vitality, and adverse effects that need to damage their target in order to be applied are ignored, such as poison from poisoned daggers or certain damaging spells,
Upcasting. For every extra Numen placed on this effect, the spell gives 5 more Vitality to its targets.
Levitate
Cost: 2 Numen
Enhancement Effect
----Whilst the [Breath] of this spell is in contact with a target, they rise off the ground and remain suspended there. This effect can levitate a target that weighs up to 100 kg. An unwilling creature may attempt a Physique contest against your Spell-Casting Attribute, whereupon wining they remain unaffected.
Upcasting. For every extra Numen placed on this effect, the target gains a flying speed of 10 meters, allowing them to move in any direction they wish |OR| the weight that can be carried by this effect increases by 100 kg.
Repel Liquid
Cost: 1 Numen
Enhancement Effect
----Whilst the [Breath] of this spell is in contact with a target, they gain the ability to move across any liquid surface as if it were harmless solid ground, though hazardous terrain may still inflict environmental damage (such as from heat or from noxious fumes). If the target is submerged in a liquid, this effect carries them to the surface of the liquid at a rate of 24 meters per turn (or 4m/s).
Breathe Liquid
Cost: 1 Numen
Enhancement Effect
----Whilst the [Breath] of this spell is in contact with a target, the ability to breathe underwater for the duration of this effect. Affected creatures also retain their normal mode of respiration.
===Grandmaster===
At Grandmaster attainment, you are able to effortlessly control the [Breath] around you. You can choose to surround yourself in an aura of [Breath], of the same type to which you currently are attuned, up to a radius equal to two times your Spell-Casting Attribute in meters. The aura can be retracted at-will. You can use the aura's [Breath] to cast spells, but these cannot be cast beyond the range of the aura. Projectiles made from your aura's [Breath] can still be used to attack beyond its range, but at a Disadvantage. The aura is consumed as part of using it in a spell, but is restored when said spell ends. Spells using the aura's [Breath] that are brought out of its range immediately dissipate, upon which the aura returns to you. Spells and effects that are not cast by you cannot make use of your aura's [Breath], unless they are cast by a creature of higher Stratum.
Additionally,you may add an Demi-God Card bearing at least one Numen symbol to your Gambit. 
Grandmaster Effects
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Inflame Breath
Cost: 3 Numen
Enhancement Effect
----Whilst the [Breath] of this spell is in contact with a target, their attacks erupt with violent energy, increasing their range by 2 meters and giving them 1C bonus aura damage. Creatures within range that are on a straight line from the target of these attacks suffer damage from the bonus force damage.
Upcasting. For every extra Numen placed on this effect, you may increase the range of the attacks by 2 meters |OR| the bonus damage by an additional 1C.
Breath Round
Cost: 2 Numen
Casting Time: 1 Action
Range: 24 meters
Duration: Instantaneous
----You fire a mass of condensed [Breath] at a target within range, which is destroyed upon making contact with a surface. The mass counts as a 8-meter cube of [Breath].
Upcasting. For every extra Numen placed on this effect, the round counts as an additional 2-meter cube of [Breath] in volume.
Etheric Explosion
Cost: 3 Numen
Enhancement Effect
----The mass of [Breath] of this spell explodes over a 10-meter radius upon being destroyed, or at your will, as a free action. You may have the explosion be in a cone or line instead of a circle. Creatures within the area take 2C aura damage against Agility, plus a bonus 1C for every 2-square-meter of [Breath] used.
Upcasting. For every extra Numen placed on this effect, you may increase the area of the explosion by 2 meters.
Pressure
Cost: 2 Numen
Enhancement Effect
----The [Breath] of this spell crashes downwards, dragging all material and creatures with it. Flying targets within the mass are pulled to the ground and their flying speed is reduced to 0 while within the area. The area is also considered difficult terrain for creatures trying to move through it. When a creature first enters the mass, they take 2C crush damage against Physique and are knocked prone. If the target takes no damage, they are also are not knocked prone. Flying creatures take double damage. While still within the area, a creature can choose to repeat the contest at the beginning of end of every turn.
Upcasting. For every extra Numen placed on this effect, the damage increases by 1C.
Screen
Cost: 2 Numen
----Enhancement Effect
You reinforce this spell's mass of [Breath]. The mass will remain rooted in its position for its duration. Any spell of equal or lower resource cost cast from one side of the mass can't affect creatures or Objects within the other. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such Spells. You may also decide to permit or forbid the passage of creatures trough the mass.
Upcasting. For every extra Numen placed on this effect, you may increase the size of the area by 2m2 |OR| change its shape.
Hold
Cost: 2 Numen
Casting Time: 1 Action
Range: Touch
Duration: Concentration
----Enhancement Effect
Whilst the [Breath] of this spell is in contact with a target, they must win on a Physique contest against your Spell-Casting Attribute or will it be paralyzed. At the end of each of its turns, the target can repeat the contest. When a creature succeeds in the contest, the spell ends on the target.
Absorb Elements
Cost: 3 Numen
Casting Time: 1 Reaction
Range: Self
Duration: Instantaneous
----You disperse some of the incoming energy of hostile magic, lessening its effect by 1C damage and storing its [Breath]. You gain resistance to the triggering damage type until the beginning of the your next turn, and the first time you hit with a spell or attack on your next turn, the target takes an extra 1C damage of the triggering type, and the spell ends.
Upcasting. For every three extra Numen placed on this effect, you may lessen hostile magic by an additional 1C, and increase the damage of the next attack by 1C.
Breath Jump
Cost: 3 Numen
Casting Time: 1 Reaction
Range: Self
Duration: Instantaneous
----Briefly fazing into the currents, you teleport into a mass of [Breath] that you can see.
Passwall
Cost: 2 Numen
Enhancement Effect
----Whilst the [Breath] of this spell is in contact with a target, they gain the ability to move across any solid surface as if it were air or liquid. An unwilling creature can attempt a Glamor contest against your Spell-Casting Attribute to avoid this effect. When this effect is canceled or its duration expended, any creatures or objects that were under this effect are safely re-materialized beyond the nearest solid surface.
Enhance Ability
Cost: 4 Numen
Enhancement Effect
----Whilst the [Breath] of this spell is in contact with a target, they are bestowed with a magical enhancement. These can either be an advantage to a certain Attribute's skill checks, or an increase in an attribute-derived properity, like jumping distance or carry-weight.
===Scion===
The deepest mysteries of Æthermancy are second nature to you. You are able to cast the [Exhale], [Telekinesis], [Levitate] and [Breath Jump] effects at-will, with no Numen cost. When activated in this manner, however, the potency of these effect is capped at a Numen cost equal to your Spell-Casting Attribute.
Additionally,you may add an Aeon Card bearing at least one Numen symbol to your Gambit. 
Scion Effects
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Desintegration
Cost: 10 Numen
Enhancement Effect
----You subsume all things within a mass of [Breath], A target within the mass by this effect must make an Agility contest, taking 14C mystical aura damage if they lose. 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 formless currents of Breath, preventing most means of resurrection to work. This effect automatically disintegrates an object or a creation of magical force smaller than the mass of [Breath]. If the target is an object or creation of force of a larger size, this spell disintegrates a portion of it equal to its mass. A magic item is unaffected by this spell. Regardless, the mass of [Breath] is entirely consumed in the process.
Upcasting. For every extra Numen placed on this effect, the damage increases by 1C.
Creation
Cost: 10 Numen
Enhancement Effect
----You congeal a mass of [Breath] to materialize an object or substance in a space within range. You can use this effect to create both organic and mineral matter. The object created must be no larger than the mass, and the object must be of a form and material that you have seen before.
==Common Spells==
===Qi Wave===
Category:School of Magic