Sphere of Fargram

## Sphere of Fargram - Vulcan / Stratalus

Thaumaturges of Fargram are patrons of blacksmiths and smithies, who are dedicated to the light of the Forge and the materials of Vulcan and Stratalus, they pride themselves on their construction and metalwork within the forge. They hold immaculate design and sturdy construction dear to themselves, and can range from the Architect behind a buildings design to a Feyan crafting lunar glass arrows that can slay the spirits.

## List of Invocations:

### Disciple:

**(Passive) Forge Soul:**

A Fargram’s Soul bellows with the fires of their forge. They become resistant to Fire and the heat produced by it. They are still susceptible to Alchemist’s fire, as well as the flame produced by a Lumen, and a higher level pyromancer.

**(Passive) Destroyer:**

The thaumaturge’s attacks have a more devastating effect against buildings and constructs, allowing them to break through barriers with greater ease. Things constructed of stone or metal still take a considerable amount of time and effort to break through.

**(Passive) Fabricator:**

The thaumaturge gains expertise in architecture, able to discern the finer makings of any large building at a glance. They are also able to put up constructions such as buildings and siege engines much faster than normal. Their designs are of sturdier stuff, things constructed by a Fargram are able to stand the test of time for centuries.

**Forge Fires:**

A Fargram knows the fires of their forge well. They are able to take control of fire with lesser control than a mancer. A Disciple holding the same aptitude as an Adept, a Herald with the same as an Expert, and a Champion being similar to a Master. They can also control the heat of these fires, increasing or decreasing the heat at will. They cannot summon fire, and must take it from pre-existing sources.

**Elemental Weapon:**

The Fargram is able to craft magics into the metal of a weapon itself, allowing it to take on some aspects of a certain element. Frost, Flame, Shock and Poison can be applied to a weapon, allowing its attacks to inflict additional damage in the form of said element. This miracle is permanent. A disciple can only infuse one weapon at a time with this effect, while a Herald can infuse two and a Champion three.

· **Frost** element gives the blessed weapon a hazy, ice like appearance. It is capable of shooting small ice shards, capable of causing gashes, and is constantly cold. Slashes from the sword often give the afflicted frostbite after prolonged strikes.

· **Flame** element gives the blessed weapon a fiery red glow, constantly sparking. Upon unsheathing a weapon blessed with this element, it uproars in a brilliant fire. The fire is capable of being shot in a fire-slash form around 3 feet away, yet not really damageful. It is only capable of inflicting second degree burns.

· **Poison** element gives the blessed weapon a constant coating of poison. The poison on it induces nausea and drowsiness in those slashed with it. The effects last for around 5 OOC minutes, with enough prolonged exposure to the poison being able to render someone unconscious.

· **Shock** element gives the blessed weapon an aura of electricity flowing around it constantly. The person hit by this blessed weapon will be shocked and have its muscles locked for 3 seconds, similar to a low-quality taser.

**Forge Blessing:**

A Fargram’s worship is through the art of the forge. They are able to bless a piece of weapon or armor with extreme durability for a limited time, making them nearly unbreakable. A Disciple can only provide this blessing on one item at a time, while Heralds can place it on three objects and Champions on five objects. This blessing lasts for 8 hours, losing the effect afterwards.

**(Passive) Forgeling:**

The smith does not labor at his practice alone, not without an apprentice. A divine and ethereal golem is conjured by their respective God to assist the Fargram in a plethora of duties, covering a spectrum from mining, smithing, and other miscellaneous tasks. Forgelings appear humanoid at five feet, do not retain higher sapience, and are susceptible to injury as much as a man; upon 'dying' the Forgeling will manifest after a duration of a day. Existing on a divine interstice between a godly realm and the mortal one, Forgelings are incapable of interacting with soul-based entities. When attempting to attack one, they'll only intangibly phase through another.

* Heralds may possess two Forgelings.

### Herald:

**(Passive) Armour Infusion:**

Students of battle require to be better equipped to face their foes. Armour Infusion allows for them to wear up to Half-Plate and still retain their thaumaturgic abilities, and use their weapon or shield as their holy symbol; not requiring a free hand to cast.

**Create Masterwork:**

The creation of a holy relic, a hallowed weapon or piece of armour that is fit for the Gods. Such an item can be permanently inscribed with an element (Frost, Fire, Shock or Poison.) or a specific effect, such as lightness, heaviness or durability. A Fargram can only create one masterwork at a time, the previous having to be destroyed in order to make a new one.

**Dismantle:**

The Fargram can take any object no more than 5ft by 5ft in size and reduce it to its base parts. It is not instant, as the Fargram must first inscribe it with several chalk symbols. Afterwards it is deconstructed immediately to the Fargram’s specifications; if they wish for it to be broken down to it’s components, only partially deconstructed, or down to its raw materials.

**Divine Shell:**

A form fit for the Gods, a Fargram crafts a set of living armour and fills it with their divine magic. This acts similar to a Golem, running completely on the caster’s vitor supply. The construct consists of a slightly larger than average suit of armour, not incredibly large but extremely durable as it is made entirely out of metal. It has considerable strength, but cannot be made active for more than an hour, as it is extremely taxing on the Fargram who forged it.