Sorcery

## Sorcery & Runes

Within the Omnian archipelago exists a primal force known to different cultures by different names, however, in the common tongues its use is known as *Sorcery.* Perfected by the Laore-Hoj, the history of Omnian sorcery begins in their protection of the ancient seat of Verendell during Shesha’s emergence. These forces flow and are channeled through a Sorcerer’s spirit via permanent markings (tattoos/ brands & scars) called *Runes*. Magic is manifested via a number of these Runes, each pertaining to one of three studies of magic: Creation (Strength based), Manipulation (Talent based), and Transfiguration (Psyche based).

**Combat Etiquette:** *Players may choose to roll to cast Sorcery but by default spells simply succeed, however this will not be overseen by the Dungeon Masters and is completely up to the discretion of the players involved.* *However*, if all parties involved agree that spells should have to roll to succeed, these are our recommended rules. If a rune would require a physical melee attack, then it would usually fall under a Brawl or Melee-based roll. If it would require a longer ranged attack, you can use **Ranged**, **Art**, or **Academia** for your magic casting skill. If you are uncertain use the surrounding context of the situations. For example, if someone used *Shockwave* to propel themselves into an enemy to add more moment to their strike, they would use Brawl for their roll. Even though *Shockwave* is normally a ranged spell, the caster would be using it to land a kick rather than blasting their enemy away, thus they would use Brawl. However, these are not the only rules for rolling runes in combat; as long as all involved parties agree, you may roll however you like.

Each player is allowed to practice any of the three schools listed above, and of them may have **four total runes** tattooed on their person. Characters cannot practice Sorcery or use Runes *at all* without an Approved Character Sheet. *A character possessing 3 or more runes of any kind is required to take a mutation. Mutations are listed specifically below, players cannot create custom mutations and must take only the mutations from the list provided.*

**Lesser Rune**- Loss of 1 **skill** point based on the corresponding school.

**Greater Rune**- Loss of 1 **attribute** point based on the corresponding school.

To have more than two  runes on your body is to open yourself to permanent and drastic mutation. These mutations are not hereditary, and are *only* present if the player’s character is practicing magic. The mutations that are possible are listed below alongside their corresponding schools, and each mutation is directly tied to the type of magic that is being practiced. One cannot have mutations that are not tied to their magic type.

Mutations are acquired by overwhelming the body with related runes. In game, a character may be written with pre-existing mutations but if a player uses the same greater rune more than three times per day, or the same lesser rune more than five, they will roll a D20. If the roll lands below 5, the character will mutate to the degree listed below based on their preferred school of magic. If the character practices more than one school of sorcery, the mutations acquired will reflect their most used school. When a character mutates, you must take the entire mutation, you are not allowed to pick-and-choose which aspects of the mutation are applied. These are absolutes and an unfortunate side effect of overusing magic.

At the extreme end of these mutations, legend tells of beings who have become so twisted by extreme circumstances that their mortal husks no longer obey their own bidding, instead becoming Fae servitors to the will of the magic powers they once channeled so freely. These legends are, however, currently unsubstantiated and are merely rumors. (As it currently stands, players cannot roleplay as Fae, Fae-Descendants, or Characters with Fae Lineage.)

## Concentration System

If the Sorcerer is injured in **any way**, knocked prone, comes into contact with a silvered item, or begins to cast another rune then their concentration will be broken.

Another way that sorcery is limited is via **Overexertion**, which occurs when a Sorcerer casts the same lesser rune more than 5 times in a day, or the same greater rune more than 3 times a day.

When the Sorcerer overexerts themselves not only will they be **required** to roll to mutate, they will also suffer a substantial nosebleed and pass out. Sorcerers who are already mutated will not only suffer the above symptoms, but their mutations will double in severity. If a Mutated Sorcerer overexerts themselves beyond this point, **they will die.**

**Pertaining to encounters, each lesser and greater rune is separated not only by school, but by their effect types:**

**Self:** A spell that affects only the caster or which form is centered upon them.

**Touch:** A spell that takes effect wherever touched by the caster.

**Ranged:** A spell that has a maximum range of *21 ft (7 blocks)* in game.

**Enchantment:** A spell that channels magic into a physical item

## Anti-Magical Items

The ability to use these runes are severely dampened by *silver* lore items, which have the inherent ability to hinder, if not outright cease a sorcerer’s command over magic based on touch. If a Sorcerer is in physical contact with any silvered item they will not only experience a stinging, burning sensation but if a Sorcerer is casting actively, coming into contact with a Silvered item will break concentration as well as prevent any further casting until they are no longer in contact with the item. Please note that in game, these items are only considered valid if the player using them is in possession of an official silver lore item (bearing a lore item coloured name and flavor text). Silver lore Items cannot be created by players, Only DM’s.

An oddity pertaining to these runes no matter how they are applied to their wielder, is that nearly no wounds may permanently marr or remove them. Wounds leave no scars, tattoos over them fade. The only proven way to destroy a rune is for it to be cut by a silver blade (the same rules for such items as stated above apply here. Deactivating a Players rune follows the same rules of Character Death and may not be done without the players consent. When a rune is disabled the character does not regain the spent Attribute/Skill points). Runes that have been deactivated are permanently deactivated for the rest of the characters life, causing them to be unable to use that rune ever again. There is no cure for this, and some sorcerers consider having their runes deactivated worse than losing a limb.

When using silver shields this will allow a person to use the Melee skill in order to attempt to absorb the spell- IF it is a silver shield lore item that they’ve received from the Silver-Steel requests. ADDITIONALLY - Silver armor does not need to be rolled to absorb the magic, instead it reduces the damage to the covered part of the body by half. Any body part that is surrounded by silver cannot have any spells cast through it I.E Any arm runes cannot be cast if you have silver bracers on, even if it is not touching your skin.

## Runes

Whether it’s the Farren mass producing Sorcerers via pre-prepared brands, Nomani ritual scarring, or Heitha & Laore-Glas tattoos, all cultures of Omnia have their fair share of sorcerers. Though anyone of any culture can develop a mastery over these forces, the study is arduous; taking years of practice and meditation to perfect alongside a multitude of various rune marking rituals. As it stands, even the most accomplished of Sorcerers only manage to channel magic through one of their runes at a time.

Spell effects can always be lessened but never amplified I.e. having a less powerful stream for Waterspout to not damage someone.

Current Sorcery Schools and their runes are *subject to change*, though are currently as follows:

### **CREATION SCHOOL (Strength Attribute Loss)**

#### **SHAPE: HEAT/ FIRE**

ACTIONS/ RUNES:

* Blade of Fire (Self/Enchantment) (Lesser/Concentration) - A sun is tattooed on each of your palms.
	+ Imbue a weapon with the full force of a flame. The rune flows through the palm of the user into the weapon, causing fire to crackle throughout the weapon for as long as the sorcerer is focused on it/ remains in combat. The fire from the rune does burn both the Sorcerer and Target if either come into contact with the flames, behaving as if burnt by naturally occurring fire. (While you are concentrating on this spell, you can switch the enchantment to a different weapon you are holding.)
* Breath of Flame (Ranged) (Greater/Concentration) - Flame markings arc from your heart up your neck and along your jawline
	+ Allows the user to spit up flames for a short period of time, but only for as long as they can exhale air. This flame is about as wide as the user's head and flows forwards exclusively in a straight line. While short lasting, this flame is particularly dangerous in close quarters, and is mainly used in hand-to-hand scenarios.
* Manipulate Flame (Touch) (Lesser) - Flame runes dot each fingertip of your dominant hand.
	+ Either create or destroy a flame. This happens by the sorcerer rubbing their fingers together over the wick or coals of the object, creating small sparks between their fingertips that set the flame alight, or simply snuffing out the flame without pain. This does not make the user fire-proof however, as it simply destroys the fire source. This rune can also be used to ‘flick’ flames within a short distance of the caster, and can be used up to a foot away from the desired fire-source.
* Combustion (Ranged/AOE) (Greater) - Your lower torso depicts a large explosion that spreads upwards.
	+ The user erupts into an expanding ball of flame centered on themselves. The flames move outward, covering a 21ft (7 block) radius that gradually gets weaker the further the flames expand, scorching all in its path.
* Inner Fire (Self) (Lesser/Concentration) - Your back is adorned with the intricate design of a phoenix.
	+ The user increases their body temperature to an extreme degree. Your skin becomes alight with flame, covering up to your entire body, although you can choose to set certain parts of yourself ablaze. You and your clothing are immune to your inferno but what you hold is not.

* Eruption (Enchantment/Touch) (Greater) - Your navel to your chin is adorned with an erupting volcano.
	+ You place your hands onto an item or terrain you can touch and leave an invisible rune engraved where you casted this spell at. This rune can last up to 24 hours after placing it but will cause heat waves to radiate from the rune revealing the rune’s position to those who notice the heat waves. If a creature, living or dead, passes over the rune or touches the item with the rune, it will cause a 3ft (1 block) wide jet of flame to shoot upwards to a height of 21 ft (7 blocks), heavily burning most everything in its path.

RESTRICTIONS:

No instant immolation or creating explosions.

MUTATION:

*Your blood feels like fire. The slightest bit of physical touch causes your skin to break out in blackened welts. These welts also cause the veins surrounding them to glow slightly under your skin, akin to lava in your veins. Being submerged in water offers some solace, but even that won't stop the obsessive itching that has overcome you. Your throat burns as the oxygen within your lungs is superheated to a painful degree.*

#### **SHAPE: WATER/ ICE**

ACTIONS/ RUNES:

* Ice Knife (Self/Enchantment) (Lesser/Concentration) - An icy, diamond-shaped crystal is tattooed on each of your palms.
	+ Imbue a weapon with frigid cold. The rune flows through the palm of the user into the weapon, causing ice to grow up and around the weapon for as long as the sorcerer is focused on it/ remains in combat. The ice from this weapon acts similarly to liquid nitrogen, causing ‘freezer burn’ on whoever it comes into contact with. (While you are concentrating on this spell, you can switch the enchantment to a different weapon you are holding.)
* Freeze Water (Touch/AoE) (Greater/Concentration) - A snowflake is tattooed upon each of your dominant hand’s fingertips.
	+ Your touch turns water to ice spreading within a 21ft (7 block) radius. Water that is in motion can be frozen, however if it cannot support itself structurally it will fall to the ground. The water will remain frozen until melting by natural means.
* Waterspout (Ranged) (Greater/Concentration) - Waves are tattooed from your wrists to your elbows.
	+ You draw condensation from the air to create a bolt of highly pressurized water. The water can travel up to 21ft (7 blocks) in a straight line beginning at the sorcerers palm, the water cannot change direction mid-air.
* Waterwalk (Self) (Lesser/Concentration) - The tops of your feet are tattooed as if waves were crashing against them that leads up to your calf.
	+ When you cast this spell you are able to stand and walk along bodies of water as if it were a springy surface. Only your legs/feet are affected by this spell.
* Ice Lance (Ranged/AoE) (Greater) - Your fingertips to your palms are tattooed in a dark coloration to mimic hypothermia.
	+ The air around the user's hand freezes and condenses the water vapor near them to create a spear, either floating in the air or their hand. The spell, unlike others, can be thrown as far as a regular javelin can. It will pierce as much as a lance would regularly, but after puncturing, it will shatter into a small blast of ice that is cold enough to freeze water.

* Harbor (Self/Ranged) (Lesser/Concentration) - Your back is covered in depictions of flowing streams of water.
	+ You create a floating orb of water that deflects non-magical attacks. When a physical attack is made against you, the water flies at the weapon or projectile, pushing it off its course and away from you. However, if the caster makes any direct attack, the spell ends, causing the water to drop harmlessly to the floor. You can subsequently cast this rune while it is still active, allowing you to have as many orbs as uses of the rune and blocking that many attacks at once. The orb(s) hover around the caster's upper body (around the shoulders), and cannot be moved or manipulated in any other way besides deflecting attacks.

RESTRICTIONS:

A sorcerer cannot directly create, evaporate, or freeze water inside a living being. The Ice Lance blast of ice only expands outwards of 2 blocks.

MUTATION:

*Your body is a tide-pool the sea now calls its own. Barnacles slowly grow over exposed skin, your hair is slick like seaweed. Saltwater constantly drips from every orifice, and the sclera of your eyes are permanently reddened by irritation. Your skin is clammy to the touch, and heat seems to burn even hotter, making it nearly impossible to sit by an open flame without discomfort.*

*OR*

*Your skin is dry and frigid, small icicles drip from your eyes, nose and mouth. The tips of your lashes and hair are speckled with snow that will never melt. The tips of your fingers, nose, and ears are blackened with a permanent frostbite, and your breath comes out in a faint mist. Numbness spreads from the tips of your appendages inwards, an aching, throbbing sensation that will never go away.*

#### **SHAPE: EARTH**

ACTIONS/ RUNES:

* Stone Armor (Self) (Greater) - Your chests and biceps are tattooed with mountain-like peaks.
	+ You pull stone from the earth beneath your feet, encasing yourself in rudimentary earthen armor. This armor cannot be removed from your person until destroyed, and can withstand up to 3 heavy hits before it crumbles.
* Stonestep (Touch) (Greater/Concentration) - Your forearms to your fingertips are tattooed with marks resembling veins of ore.
	+ You can walk through up to 21 ft (7 blocks) of pure stone as if it was water. You can only be inside of the stone as long as you can hold your breath. You are also blind and deaf while in stone. If your concentration is broken while you are part way in stone, you are stuck until you recast the spell.
* Mineral Missile (Ranged) (Lesser) - The palms of your hands bear crystal-like runes.
	+ You can hurl a rock, gemstone, or mineral in any direction, and can fling it with the strength of a slingshot if the projectile weighs 5 pound or less (2.2kg). You cannot, however, make the projectile hover in place. You can propel multiple projectiles at once as long as the total weight is a pound or less.
* Crystalize (Ranged/AOE/Enchantment) (Lesser) - The back of your hand is patterned with crystal growths.
	+ Crystal quickly grows around a piece of ammunition in the user’s hand. When the piece of ammunition makes contact with anything, the crystal growths explode outwards, causing minor laceration in a small area.
* Fissure (AOE) (Greater/Concentration) - Your lower torso is tattooed with a pattern that matches the cracking of salt flats
	+ The ground around the user's feet begins to crack and spread outwards like shattered glass. As long as there is stone and dirt beneath the user's feet, you can cast this spell, causing the earth in a 21ft (7 blocks) radius around you to tremble. When others wade through the terrain, they'll find it almost impossible to stand up and are hit with waves of nausea from the tremors. If your feet leave the ground or you move beyond the range of where you cast this spell, it will end.

* Promenade (Touch/Self) (Greater/Concentration) - Your feet are covered in crystalline patterns.
	+ You create a crystal path beneath your feet as you move. This path can go in any direction, including at an upwards angle. The crystal path can extend up to 21 ft (7 blocks), is as wide as 3 feet (1 block), and is half a foot thick. The path defies the laws of physics, not needing any support to hold it up, and remains as long as the concentration is active or until the caster moves 21 ft (7 blocks) away from the path. When focus on the spell is lost, the bridge harmlessly shatters into dust. The crystal walkway is also quite durable, sustaining three heavy hits.

RESTRICTIONS:

You must have stone/dirt/minerals within your direct vicinity and cannot conjure any of the necessary materials out of thin air. Ammunition affected by the Crystalize spell will lose their enchantment at the end of 24 hours.

MUTATION:

*Your skin is dry and cracked, markings akin to broken marble litter your flesh as a constant reminder of your stiff, aching joints. Prolonged physical exertion seems to only make the cracks worse. You slowly become agoraphobic, specifically yearning to be underground or within the earth. When you go to speak, you breathe out a fair amount of dust that you cannot seem to find the source of. Bright lights, the sun especially, burns your eyes beyond comparison. You yourself smell of earth, perhaps mud at times; the fresh outdoors on occasion. Under rare circumstances, when presented with the loss of a limb, you may note that it could either crumble to ash upon being severed from your body, or simply turn to pure marble.*

### **MANIPULATION SCHOOL (Talent Attribute Loss)**

#### **SHAPE: AIR**

ACTIONS/ RUNES:

* Ward (Self) (Greater) - A large rune resembling a winged shield is emblazoned across your sternum.
	+ You shield yourself against a spell or attack directed at your character, after which the effect dissipates. Whatever is launched at you bounces off with an amount of force equal to what it was thrown at; rebounding in the direction the Ward is facing. The ward itself warbles over the sorcerer as a curved shield, appearing as a translucent windwall. This cannot be casted on others.
* Shockwave (Ranged) (Greater) - The palm of your hand bears a whirlpool-esque pattern.
	+ A pulse of high-pressure air erupts from your palm, propelling against anyone or anything that it touches in one debilitating thrust. This can be used to propel yourself or objects, though the direction is entirely based on where your palm is pointed. The Shockwave cannot change directions once casted, and operates in a straight line from the caster up to a distance of 21ft (7 blocks). This can be used to push others up to 21ft (7 blocks away).
* Throw Voice (Ranged) (Lesser/Concentration) - A fletched arrow rune spans the length of your tongue.
	+ You can place your voice on an object or person to emanate from within a 21ft radius (7 blocks). This voice can vary in volume or accent, though cannot emulate that of another person specifically. You can also place this voice within the ear of another, creating a clear one-way message to them temporarily.
* Dash (Self) (Lesser) - Your ankles are decorated with small wings attached to them.
	+ The user is able to stop all momentum for themselves for a split second allowing them to choose a point in a 21ft (7 block) sphere and launching themselves at that point quickly. This spell does not stop fall damage and merely redirects your momentum and gives you a boost.
* Hush (AOE) (Greater/Concentration) - A tattoo across your neck reflects the severing of your vocal cords.
	+ The user congeals a ball of air into a point within a 21ft (7 blocks) radius around them. After forming, this ball expands outwards, allowing no sound to spread from anything within 21ft (7 blocks) of where this ball formed.  (i.e. the caster can place the center point of the spell 21 ft away from them, making them touch one edge of the spell and the farthest edge being 42 ft (14 blocks) away.)

* Eye of the Storm (Enchantment/Aoe) (Greater) - Your forehead is marked with a whirling vortex that looks like a third eye.
	+ After placing your hands onto an item that is larger than your head but not larger than your whole body and casting this spell, it will slowly ascend towards the sky. Upon reaching its full height of 21 ft (7 blocks), the item becomes the apex of a dome of heavy wind with a radius of 21 ft (7 blocks). The enchanted item sticks partly above the dome and partly under, allowing people within and outside the spell to hit it. This dome has the same properties as Ward. Eye of the Storm can only be cast at its full size meaning anything that interrupts the dimensions of the wind wall will cause the spell to fail. If the item receives damage that would break concentration, the enchantment will end, after which the enchanted item would fall to the ground, disenchanted.

RESTRICTIONS:

No creating volumetric vacuums or instant explosions.

MUTATION:

*Your hair seems to constantly ebb and flow, floating about you as if it does not obey the laws of gravity. You yourself find your feet struggling to stay on the ground, perhaps teetering on the edge of simply floating away. Your lungs are not used to the heavy air nearest the ground, making it increasingly difficult to breathe. The sounds around you fade in and out uncontrollably, the words of others being lost at times and louder sounds becoming nearly unbearable. At times, you may even find yourself fading, your fingertips becoming less tangible as your sense of touch wavers.*

#### **SHAPE: WEATHER**

ACTIONS/ RUNES:

* Static (Self) (Lesser/Concentration) - Your fingertips have lightning patterned runes stretching across them.
	+ You repel touch by electrifying yourself. The static charge does not extend beyond your skin, acting as a defensive measure.The user can also forcibly grab someone, shocking and paralyzing them. Either way, as long as contact is maintained, the stun lasts one turn/combat emote. This rune can be continually cast, but each extra turn of contact requires another use of the rune.
* Cloud Manipulation (Self/ AoE) (Greater/Concentration) - Your arms are adorned with markings of wispy smoke and clouds sprawling up to your elbows.
	+ Wisps of clouds obey your command, flowing from the sky concealing everything within a 21 ft (7 block) radius. These clouds are not a shield, and can be freely traversed through by other players despite their lack of sight within. Once the clouds have been brought down, the caster can manipulate the center point of the cloud to be anywhere within 21 ft (7 blocks) of themselves (i.e. the caster can place the center point of the cloud 21 ft away from them, making them touch one edge of the cloud and the farthest edge being 42 ft (14 blocks) away.
* Conjure Lightning (Ranged) (Greater) - Your hands to your elbows are marked with lightning-like lichtenberg figures.
	+ Lightning strikes at your command, either arcing from yourself or from the sky and using your body as a relay point before launching into a person of your choosing that you can see within 42 feet (14 blocks) of yourself. This lighting is in one large burst, similar to naturally occurring lighting it may also temporarily blind those in the direct vicinity with a bright flash before dissipating in a second.
* Voltage (Self/Enchantment) (Lesser/Concentration) - Your wrist is covered with a lightning bolt that wraps around it like a bracelet.
	+ Imbue your weapon with lightning. The rune flows through the palm of the user into the weapon, causing electricity to crackle up and down the weapon for as long as the sorcerer is focused on it/ remains in combat. If this hits flesh and skin it causes the muscles to tense up and leaving minor burns causing immense feelings of pain. The electrical charge does not extend beyond the weapon. (While you are concentrating on this spell, you can switch the enchantment to a different weapon you are holding.)
* Forecast (AOE) (Greater/Concentration) - Your back and neck are tattooed heavily in lichtenburg patterns almost as if you had become a lightning rod.
	+ When the user is outside, they can cast this spell, allowing them to change the weather up to a 21ft (7 blocks) radius as long as that type of weather occurs naturally in that general location of the world. They can also choose to make this area around them sunny if it is currently storming. (I.e. Rain anywhere, Snowstorm in the Mark, Sandstorm in Oasis.)

* Electro-gravity (Ranged) (Greater/Concentration) - Your chest is marked in lichtenburg patterns that expands outwards like an electric spiderweb.
	+ The caster can focus upon a target within a 21ft (7 blocks) radius, sending out a cloud, electricity, or some other visible but intangible weather-related tether that attaches itself to the target painlessly. As long as the concentration is maintained, the target is physically incapable of straying more than a 21ft (7 blocks) radius. The caster has control and pulls the tethered rather than the tethered being able to drag the caster.

RESTRICTIONS:

Conjure Lightning cannot be casted continuously. It is one singular strike. When two people cast forecast you may roll contested academia checks to see which one takes effect.

MUTATION:

*As your body mutates lightning sparks throughout your being in one fell swoop, scarring your flesh and bones with images of pulsing electricity. Your hair frizzes and stands on end when others are close by, and your mere touch seems to attract electricity, shocking others similarly to the static shock of a carpet. Your eyes cloud over, lightly obscuring your vision as wisps of smoke float over your iris’. The pressure of the air around you falters constantly, as if a storm is rolling in and out at all times. This causes your ears to pop repeatedly, and your head is plagued by a swirling spinning feeling that cannot be helped.*

#### **SHAPE: METAL**

ACTIONS/ RUNES:

* Steel Shield (Self) (Greater) -  Your forearms are tattooed with iron plate-like markings.
	+ Your forearms are encased in iron, forming a nearly impenetrable, temporary shield. This shield can take the appearance of any gauntlet or shield of the sorcerer's choosing, though size or thickness does not alter the effectiveness of the spell. The shield/gauntlets can also form small spikes, allowing them to be used as weapons. This shield can withstand up to 5 heavy hits, though it also cannot be removed from the wielder's hands.
* Magnetism (Ranged) (Lesser/Concentration) - A compass is tattooed upon the palm of your dominant hand.
	+ You are able to manipulate a single object containing metal that weighs 5 pounds or less (2.2kg) you can see within 21 ft (7 blocks) of you. You can slowly lift it into the air, rotate it, and move it around as you see fit. However, no part of the object can be within or manipulated into two inches from another person. The object can also not be used to lift other objects or people.
* Iron Spike (Ranged) (Greater) - Your fingers are tattooed with nail-like spikes.
	+ An iron spike no larger than your finger shoots straight forwards from your palm as if it was a bullet. The projectile dissolves into a harmless gas a few moments after impact, or when it is 21ft (7 blocks) away from where it was launched. This spike has the rough velocity of a musket ball, and can penetrate armor and shields.
* Reinforcement (Self) (Lesser/Concentration) - Your back is tattooed in the pattern of a brace that outlines your spine and shoulders.
	+ When you cast this spell you draw the iron in your body and focus it into the joints in your arms and legs allowing you to carry, push/pull, and throw much heavier items while concentrating on the spell.
* Factorum (Self/Touch) (Lesser) - Coins and other metal objects wrap around your fingers and hands ending at your wrist in which they seem to fade into your skin.
	+ While the caster has their palm placed onto a singular metallic object that is smaller than their forearm, they can cast this spell. The item is broken into atoms that are absorbed into the user's blood that they can summon at any point in time for the next 24 hours. They can cast this spell repeatedly to have a total of 5 items within them, but if they wish to reabsorb these items after summoning them, they must recast the spell. When summoning an item, it will appear in your hand with no momentum.

* Arsenal (Self) (Lesser) - Your forearms depict a multitude of weapons, side by side.
	+ You slowly form a melee weapon of your choice and style in your palm. The weapon cannot be larger or heavier than you. If the rune markings are only on one forearm, you can only make one-handed weapons (Must be stated on the character sheet). You innately gain the skill to use your weapon, and you use it as if it is an extension of yourself. If you are disarmed or lose physical touch to the weapon, it will dissolve and will need to be recast to summon the weapon again.

RESTRICTIONS:

Iron is pulled from your blood/ body, but can not be taken from anyone else's, nor from the earth.

MUTATION:

*As time goes on your joints begin to stiffen and creak with your movements, blotches of green litter your flesh as you seem to oxidize with prolonged exposure to the open air. Your hands and feet are grey and cold, little to no blood flows through them but they still managed to remain attached. When approaching small metal trinkets such as jewelry or silverware, you may notice it sticking to your flesh with no assistance, rendering you a nuisance to the upper class.*

### **TRANSFIGURATION SCHOOL (Psyche Attribute Loss)**

#### **SHAPE: LIFE**

ACTIONS/ RUNES:

* Manipulate Flora (Self/AOE) (Lesser/Concentration) - A creeping vine is tattooed from your wrist to your fingertips.
	+ Common plants of your choosing sprout in up to a 21 ft (7 block) radius with your position as the center point. The sorcerer can choose the shape/direction the plants grow, allowing the flora to grow in specific designs.
* Heal Wound (Touch) (Greater) - Lush vines creep from your heart over your shoulders to your elbows.
	+ Superficial wounds stitch themselves shut, closing quickly though leaving behind scars in the shape of vines or flowers. This rune does not fully cure diseases, illnesses, set bones into place, or re-attach limbs that have been separated from the body; Though it can be used on flesh, organs, or cracked/broken bones that have been set into place.
* Weaken Disease (Ranged/ AoE) (Greater/Concentration) - Your hands up your arms to your chest are tattooed with flowering, vibrant, leafy vines.
	+ The effects of sicknesses are lessened to nothing within a sphere of 21ft (7 blocks) around you. Weaken disease does not work on alchemical illnesses, mutagens, genetic conditions, or anything that is not a viral or bacterial infection. This rune does not work instantly, and could take up to a week to fully eradicate the effects of the sickness. This rune is also a direct counter to Hex, nulling it’s effects for as long as the sorcerer remains focused.
* Nourishment (Lesser) (Touch) - Your stomach is adorned with an overflowing cornucopia.
	+ You can enhance the nutrition in any standard piece of food or drink that you can process. The consumer of this substance is magically nourished, not feeling hunger or thirst for the next 24 hours as long as they are able to naturally process the food.
* Hearten (Self/Touch) (Lesser) - The palms of your hands are covered with a symbol of a tree with a sun behind it, giving it life.
	+ When you lay your hands on yourself or another living target, you may choose to cast this spell. If the other creature is unconscious, it causes them to awaken without a state of drowsiness. If the target is awake as you cast this spell on them, it gives them a boost in energy and clears them of any slowness. This spell is a direct counter to Torment.

* Gateway (Self/Ranged) (Greater) - Your thighs, shins, and calves are covered with markings of grooves as if you were a sculpture made of wood.
	+ You can enter into a wooden surface the same size or larger than you (examples would be a tree, a wooden wall, or a door) and exit out of another separate wooden surface with similar size dimensions you can see within a 21ft (7 blocks) radius. The second wooden surface does not have to have any physical connection to the first. The entrance and exit are as if you are pushing or sinking through a wall of water. Additionally, you cannot have any silver on your person, and you cannot bring anybody else or any item not listed on your inventory list on your character sheet.

RESTRICTIONS:

Cannot be used to grow poisonous plants, toxic plants, or sentient plants.

MUTATION:

*Nature reclaims your mortal form. Leaves slowly creep from your hair, sucking the life force from your very being. Your skin appears sickly and green, dirt seems to be permanently stuck under your nails. Vines creep just under your skin, replacing your veins over time.*

#### **SHAPE: DEATH**

* Contortionist (Self) (Lesser/Concentration) - Each of your fingers are runes with rings of jagged markings resembling cracked bone.
	+ Two bones of your choosing snap painlessly, allowing you to bend in seemingly unnatural ways. Your body returns to its normal state as soon as you cease focus.
* Commune with dead (Touch) (Greater/Concentration) - Your upper torso and neck bear the runes of darkened outlines of your bones beneath.
	+ The soul of a lost player character or NPC can be pulled from the world around the corner and spoken to. Spirits do not have any meta knowledge, and can be summoned and spoken to ONLY ONCE. The rune must be cast at night and it wears off at sunrise. The dead *cannot* come out during the day and dissipate away at sunrise. This spell requires that the caster holds the remains of the deceased in question or the blood of a close relative.
* Hex (Ranged/ AoE) (Greater/Concentration) - Your forearms to your shoulders are tattooed with a cracked mirroring of your own bones.
	+ A blast of concentrated corruption in the form of any sort of decay, this may include age, sickness, or rot directed at the target.  You fire a beam up to 21ft (7 blocks) away. This beam passes through creatures, but not through walls. The longer the target remains within the Hex the more it will affect them and the longer the effects will linger.
* Seize (Ranged) (Lesser) - Your arms are covered in depictions of skeletal hands seemingly grabbing on to your forearms.
	+ When you cast this spell at a target that is within 21ft (7 blocks) away, a spectral version of your own skeleton steps out of your body and flies out towards the target wrapping its spectral hands around the target and forcibly pulling them back to arms reach of you. While the skeleton is pulling something back you cannot move.
* Torment (Ranged) (Greater/Concentration) - Your shins and calves are adorned with a complicated web of chains.
	+ Spectral chains shoot up from the ground beneath the target and wrap around their legs before fading. The user can slow a single person within 21ft (7 blocks). The target feels intense cramping across their entire body and feels as though their body is pushing against their movements, slowing them to a crawl.

* Pestilence (Touch) (Lesser/Concentration) - Your palm is adorned with a depiction of a dead, rotten tree, with its branches winding all the way up the fingers to their tips.
	+ The caster can make both plant and creature wither away in their grasp. While concentrating on this spell, any organic material (either dead or alive) begins to decay while touching the caster’s palm or fingers. The damage is limited to where contact is made and does not spread. Plants wither much faster than creatures, making this spell a direct counter to Manipulate Flora.

RESTRICTIONS:

No outright killing other players, these rules are further detailed on the Character Death section of this page. Torment does not stop the target entirely.

MUTATION:

*It would seem that the prolonged exposure to death and the manipulation of illnesses is getting to you. Over time your skin becomes papery and sallow, your flesh clings to your bones, and you even seem to lose your previous luminosity in your skin. Your eyes lose their hue, turning more and more greyed over time. Your hair also loses most of it's color, either growing grey or black from the root or spreading in streaks across your head. Parts of your form may even begin to rot away, leaving patches of open wounds, sores, or diseased spots. It is almost as if you are becoming a Lich, or resembling the dead themselves. You also seem to partially lose your sense of touch, making it harder to tell the difference between textures, heat, or cold.*

#### **SHAPE: ILLUSION**

ACTIONS/ RUNES:

* Disguise Self (Self) (Greater/Concentration) - A second pair of eyes are tattooed upon your existing eyelids, giving you an unsettling, almost unblinking appearance.
	+ Your body is overlapped with an illusion of someone new, though your rune markings do not go away.
* Mimicry (Touch) (Lesser/Concentration) - Your tongue is tattooed with a single eye.
	+ Once this rune is activated, your voice changes to that of a convincing replica of a creature you have touched within the last 24 hours. You can speak in this voice for the entirety of said 24 hours, but to speak in your normal voice again, you have to de-activate the rune.
* Façade (Ranged) (Lesser/Concentration) - Your hands to your elbow are marked with swirling, ethereal clouds.
	+ You create an illusion of an intangible item no larger than a 9 foot by 9 foot (3 blocks by 3 blocks) cube, choosing a place for it to exist within a 21 ft (7 block) radius of yourself. The illusion can be manipulated while concentration is held to move and manipulate the illusion. The illusion is broken if anyone attempts to interact with this item, as their hands would pass straight through it; however this doesn't cause the spell to end.
* Mirage (Self) (Greater/Concentration) - Your Upper Torso is tattooed with blank faces overlaid on top of each other to create a nebulous effect.
	+ As the user breathes in they can cast this spell and hold concentration onto it for as long as they can hold their breath. The user slowly shifts and becomes entirely see through besides a faint effect almost as heat waves have been put into the silhouette of their body.
* Candor (Ranged) (Lesser/Concentration) - Your tongue is tattooed with an image of a key and a lock.
	+ A spectral glow emits from the user's eyes before fading after they have selected a target they can see. The user can detect whether or not their singular target is telling a deliberate lie within 21ft (7 blocks) of them while concentrating on this spell. Additionally, this spell will detect any illusions created by the target of this spell. Any victim of this spell knows that this has been cast on them but won't know who cast it.

* Distortion (Ranged) (Greater) - Your chest is marked with a distorted heart with equally distorted arteries and veins that mimic your own from your heart to the shoulders and down to the elbows.
	+ Your body blinks in and out of the space and within a 21ft (7 block) range you can choose one person to trade places with as long as you can see them. The switch will happen instantly and your momentum continues after the switch. Additionally you cannot trade places with your target if you or your target have silver anywhere on their person.

RESTRICTIONS:

Disguise Self cannot perfectly replicate another person, nor can it recreate unnatural aspects such as bioluminosity or attributes only gained via Mutation (Such as floating hair) however people would not be able to notice the difference unless they really looked.

MUTATION:

*Your skin becomes translucent, your internals now visible through your skin even if disguised. Some spots are more translucent than others, creating a speckled pattern of flesh, muscle and organs. You begin to lose the ability to tell what is real and what is not. You may even question if you yourself truly exist.*