Mysticism

“O listen and hear me you the Unseen Forces. I call out to thee! Of stone and tree, fierce winds, and river courses. Reveal thy secret unto me! Abara Kadab Cara, Ent Tanal Lemish Shone! Hear my words and invest thy power here within this rune stone!”
-Unknown Mystic, 3rd Era Manuscript

Of the many schools of magic none are as baffling and near incomprehensible as that of the school of Mysticism. This is because it is an all but forgotten art that even contemporary scholars struggle to understand. The background of mysticism is that it was employed by the BattleMages of old to contort and augment reality into a malleable matter to be influenced and controlled. By this what is meant is that according to legend the BattleMages used it to learn of the Divine workings of reality to better use its design to their own ends and in doing so would gain a thorough understanding of magic and mana as a whole.

Taught as a sacred art like all magics, this school of magic is seen across the Continent and across various faith circles alike. Historians, scholars, mystics, diviners and seers, as well as priests, shamans, and other clerics are prime examples of folk that may know a thing or two about the art of Mysticism, if nothing else, the history at least. While most of what is known of it comes from history and legend, much more has either been lost to time or is shrouded in mystery so deep none may delve further. It has a wide range of applications ranging from faith based use in religious ceremony, to warding of a variety of curses and hexes, to even communing with the Divine and even the dead, according to legend at least.

* AS WITH ALL MAGIC IN GAME RP CONTEXT IS ABSOLUTELY ESSENTIAL! MAGIC IS NOT ALL POWERFUL AND HAS LIMITS!\*

### Novice Spells

Fortunis Votatis: a spell to divine fortunes for others or the caster (RP fortune telling)

Magicum Sencilis: a spell to detect incoming magic (RP detecting an inbound spell)

Mana Statasis: a spell or meditative state that allows for the caster to rest without sleeping at the cost of their mana (RP not needing to sleep for extended periods, “restful sleeplessness”)

### Apprentice Spells

Wardum Voidalis: a ward that negate a curse or hex but doesn’t rebound to the caster (Rp curse or hex negation)

Wardum Conversio: a spell to bounce a curse or hex to its caster (RP bounces a curse or hex backward toward a caster or said curse or hex)

Wardum Resolis: a spell to cast a curse or hex down to the ground to be absorbed by the earth (RP send curse or hex targeted to the caster to ground to dissipate it rather then bounce it back or negate it)

### Journeyman Spells

Sendio Vitalis: a spell to detect living beings 15 blocks in radius of caster (RP allows the caster to become aware of the beings alive in a 15 block radius)

Rendio Vitalis: a spell to detect dead or undead in a 15 block radius (RP allows the caster to become aware of dead or undead in a 15 block radius)

Comnus Mortalis: a spell to commune with the dead (RP allows a caster to receive a message from a spirit of a dead person, performs a seance)

### Expert Spells

Mirotis Wardum: a spell that mirrors the effect of a curse or hex directly to the initial caster (RP using this spell won’t protect you from a curse or hex but will invoke the same curse or hex upon the one that cursed or hexed you)

Ganta Manasis: a spell that absorb a spell effect or a curse or hex and converts it into mana ready to be used (RP converts a spell of just about any kind into mana to be absorbed or used)

Comnus Spiritum: a spell to commune with a spirit or elemental unseen being (RP talking to fairies, elemental forces, etc)

### Adept Spells

Curas Manafilactum: a spell to channel mana into an object (RP channeling mana into a stone, charm, talimen, etc.)

Mana Dispatio: a spell to negate magic in a 10 block radius (RP denies and cancels any use of magic in a 10 block radius for 10 seconds)

Dispatio Arcana Forga: a spell that cancels the effect of any talisman or charm item in a 10 block radius (RP cancels the effects of talismans and charms in a 10 block radius)

### Master Spells

Vitalis Curas Manaficarum: a spell to channel or trap a spirit in an item or vessel (RP this spell seals a spirit in a vessel or object)

Manasalis Garganta: a spell to completely drain the mana from others in a 10 block radius (RP steals the mana from those in the 10 block circle)

Magicum Sanctum: a spell to cast on a build to protect it and those within from malign spells for 1 IRL day (RP creates a magical barrier against curses and hexes for a day ONLY within the confines of said structure however)

### Ritual Casting

Divinum Evoka Manafilactorum

This ritual casting requires 7 Master level Mystics to perform. 6 are to encircle the 7th and chant and concentrate on the intent of the rite. The one in the center is given possession of  a stack of gold blocks and a stack of lapis blocks as offering. The 6 mages around the middle one must succeed 1 of 2 high success rolls each while the 7th mage must only roll once with a high success. If this is met the rite passes and the gold and lapis are taken and the mages are bestowed with mana unyielding for a year (1 IRL month). If the rite fails the gold and lapis are taken and the mages lose all mana for an IRL week. If the 7th rolls a Natural 20 they may choose to overturn the lowest rolls of the six others, instead counting only the higher rolls.

This does not mean they auto succeed the roll check, as the rolls favored still have to meet the high success threshold. In the event of a Critical Failure or multiple Crit Fails the rite ends with the gold and lapis being taken and a dire Rebound and Recoil occur. In this moment the 6 surrounding mages lose all mana for a year (1 IRL month) and will sustain severe burning and scarring of their character; while the 7th in the center suffers the mana loss likewise but instead of burns must succeed a luck roll of high success or else they will suffer IRP Death in way of withering to dust. Elsewise if they succeed said luck roll they are struck blind for having “glimpsed more than mortals ought to rightly know”. This ritual casting may be attempted only once a year in game (1 time per every IRL month). Said ritual is to be conducted in the presence of a Staff Member or an Admin to ratify its attempt, success, and/or failure.