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 ‘B*reaths*’. There exists the ‘*Breath*’ of life; and of luck, 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 - such as barriers, giant hands, weapons, and other objects - as well as infusing it into one’s own body and weaponry. The Way of Essence is an all-encompassing school, possessing great utility spells such as *levitation*, *telekinesis*, *shields*, vitality and *water walking*, as well as destructive breath weaponry and energy explosions. It is one of the most widely practiced schools of magic, 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, the 'breath' of good luck is golden; whilst bad luck is of a smoky black. 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 you can see. As long as you *Concentrate* on a target, you will be able to perceive various attributes, both mechanic, such as Physique or Condition, and abstract, as with their *luck*, *talent*, 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 may add a Mortal Card bearing at least one Numen symbol to your Gambit.

**Casting Time:** 1 action
**Range:** Touch
**Duration:** Concentration

You summon a mass of [Breath] no larger than a 2-meter cube in a space within range.
***Enhancement Effect***

***Enhancement Effect***

The [Breath] of a Spell with this effect inflicts 2C aura damage against Physique to any creatures that it touches or passes.
**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, after which point it immediately disperses.
**Duration:** Concentration
***Enhancement Effect***

The shape of the Spell's [Breath] 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 magical properties the original may possess. The created object itself will, however, be counted as mystical. If used to attack, it will deal 1C crush damage against Physique, or of the same damage and damage type dealt by object it is emulating, whichever is highest.
**Duration:** Concentration
***Enhancement Effect***

The Spell’s [Breath] accelerates around an area. As long as you *Concentrate* on this spell, the [Breath] remains on the field and any creature inside it gains +1 to resist damage against their Physique and Agility.
**Casting Time:** 1 Reaction
**Range:** Touch
**Duration:** Concentration

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 an action to 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 in place of Physique or Agility 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.
**Casting Time:** 1 Reaction
**Range:** Touch
**Duration:** Concentration, 1 minute

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, and the object's damage grows to 2C, unless that object’s damage is already higher, and the damage type will become mystical.
***Upcasting.*** For every two extra Numen used, the weapon's damage grows by 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 may add an Exalted Card bearing at least one Numen symbol to your Gambit.

**Casting Time:** 2 Actions
**Range:** Sight
**Duration:** Concentration

You shape a mass of [Breath] that you can see into the form of an object or creature 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.** The body part can perform any actions its regular counterpart would.
* **Creature.** The creature can perform any actions its regular counterpart would, but any magical properties or senses are ignored.

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.
**Casting Time:** 1 Reaction
**Range:** Sight
**Duration:** Concentration, 1 hour

**Casting Time:** 1 Actions
**Range:** Touch
**Duration:** 1 minute

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 to resist the effect.
**Casting Time:** 1 Actions
**Range:** Touch
***Enhancement Effect***

**Casting Time:** 1 Reaction
**Range:** Touch
***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,
**Casting Time:** 1 Action
**Range:** Touch
***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 that wins a Physique contest against your Spell-Casting Attribute is unaffected.
**Casting Time:** 1 Action
**Range:** Touch
***Enhancement Effect***

**Casting Time:** 1 Action
**Range:** Touch
***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.

**Casting Time:** 1 Action
**Range:** Touch
***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.
**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].
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instantaneous
***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, plus a bonus 1C for every 2-square-meter of [Breath] used. These same are entitled to an Agility contest against your Spell-Casting Attribute to halve the damage.
**Casting Time:** 1 Action
**Range:** Touch
***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 their 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.
**Casting Time:** 1 Action
**Range:** Touch

***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 Numen 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.
**Casting Time:** 1 Action
**Range:** Touch

***Enhancement Effect***
**Casting Time:** 1 Reaction
**Range:** Self
**Duration:** Instantaneous

You disperse some of the incoming energy of hostile magic, lessening its effect on you 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.
**Casting Time:** 1 Reaction
**Range:** Self
**Duration:** Instantaneous

**Casting Time:** 1 Action
**Range:** Touch
***Enhancement Effect***

**Casting Time:** 1 Action
**Range:** Touch
***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.

**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instantaneous
**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.
**Casting Time:** 1 Action
**Range:** Touch
**Duration:** Instantaneous
**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.