The Spirit School

General
History
Spirit Spellbook
Light Spellbook
Abilities
Equipment


Aura Magic


"Throughout history, witnesses have said our suspections about
magic to be true: it is weaved through the auras of those strong
enough to wield its power. A mage's arcane might is determined
by the depth of his magical aura. In ancient lore, this intricate
weaving of force is called the Var'Aven, yet more recent translations
of the words would give us the impression of a shapeless, shifting
mass of force swirling around everything in this world. In history,
the Weavers are said to be the only one able to unravel the
countless number of constructions that fold the streams of magic
together into that certain object.

It is said that the Weavers were able to push out and modify this
aura to make it more to their liking... or to help overcome some
dire situation among the threads of the Web. Changing the course
and connections of the aura without harming the caster itself is
a talent that is only available to Weaver magicians."

Aura of Repression
Cast Type: Enemies
Radius: 15 Feet
Difficulty: Beginner
Mana Cost: 3 MP per enemy per post sustained
Damage/Effect: Slows movement and attack speed of all enemies.
Description:
Though modifying the way the spiritual streams flow around a target certainly isn't easy, it is viewed as one of the lesser spells among the plethora of Weaver magic. By directing only the inherent streams of magic around a target to flow against their movements, the enemy suddenly feels like he has to strike or run against a hard wind or invisible force, effectively slowing him down. Of course, this can only be done within a certain distance or there would be too much streams to handle.

Aura of Affliction
Cast Type:
Enemies
Radius: 15 Feet
Difficulty: Initiate
Mana Cost: 5 MP per enemy per post sustained
Damage/Effect: Slows attack speed of all enemies and causes sudden muscle spasms to them.
Description:
A more difficult spell than only slowing, the Aura of Affliction requires a great deal of concentration and its casting procedure is full of complex details that need to be followed in order for it to work. This time, only the limbs that hold the enemy's weapons are slowed, and movement speed is left unaffected. However, the caster weaves the spiritual streams around the enemy's body in the wrong way, creating weird effects like spasming muscles and other uncontrolled movement.

Aura of Plague
Cast Type:
Enemies
Radius: 20 Feet
Difficulty: Advanced
Mana Cost: 15 MP per enemy per post sustained
Damage/Effect: Drastically slows enemies and causes poisoning.
Description:
The focus needed goes to the details of the comprisements of the streams of the Var'Aven, yet the results can be devastating. The movements of the spiritual streams are altered in such a way that it makes every enemy's limbs feel like solid lead. Fatigue strikes them, then nausea shortly after. Slowly they lose their health via unseen spiritual poisoning caused by inverting the healthy streams around them into patterns of dire sickness. Sometimes it causes weaker people to fall unconscious.

Aura of Concentration
Cast Type:
Allies and Self
Radius: 15 Feet
Difficulty: Initiate
Mana Cost: 8 MP per ally per post sustained
Damage/Effect: Increases own and ally's accuracy and magic damage
Description:
This aura focuses on weaving the streams that form the thoughts and memories of the target, and intends to speed learning and reaction time up to above normal human capacity. It allows for great accuracy and greater magic damage for the caster and his allies within the aura, as weaving magic is made more efficient and reaction time on enemy movements shortened.

Aura of Swiftness
Cast Type:
Allies and Self
Radius: 15 Feet
Difficulty: Beginner
Mana Cost: 4 MP per ally per post sustained
Damage/Effect: Increases movement and attack speed of all allies.
Description:
As much as slowing the enemy, the caster may also send the streams of magic around an ally's being into a periodical accelerated state, making the target feel very light as if a hard wind supported its movements. It is somewhat harder to maintain than slowing the streams around enemies, yet still it remains nearly the same principle. Thus, it allows for greater movement and attack speed.

Aura of Agility
Cast Type:
Allies
Radius: 20 Feet
Difficulty: Advanced
Mana Cost: 15 MP per ally per post sustained
Damage/Effect: Drastically increases movement and attack speed of allies and allows for uncanny moves to be made.
Description:
This aura does not affect the caster itself, and he needs to be on his guard while putting it into effect. It requires a great deal of mental strength to modify each and every stream as allies come and go to tune their movements to perfection, allowing for great leaps and moves that only a Xi user would be able to surpass. It gets far harder when cast on multiple allies.

Aura of Repentment
Cast Type:
Enemies
Radius: 15 Feet
Difficulty: Initiate
Mana Cost: 6 MP per enemy per post sustained
Damage/Effect: Imbues fear upon the enemies affected.
Description:
Emotions are feelings that flow forth from the Var'Aven's inner streams, which control the brain and are the hardest to uncover, even for a Weaver. However, emotion modifying doesn't delve to deep into the system and thus is quite easy to do for one acquainted with the workings of the streams. By greatly increasing a stream of emotion above all others, the caster can imbue great fear upon the enemy without a reason.

Aura of the Shimmer Veil
Cast Type: Enemies
Radius: N/A
Difficulty: Intermediate
Mana Cost: 8 MP per enemy per post sustained
Damage/Effect: Casts a veil of darkness around enemy eyes to decrease enemy accuracy.
Description:
Together with the affinity towards illusions, the caster may change the small streams of sight around the enemies to go the wrong way, making them see things that aren't their. By inverting the streams, the caster can blind them temporarily by throwing a veil of darkness around their eyesight. Can only be cast upon those enemies the caster sees.

Aura of the Guardian Wind
Cast Type: Allies and Self
Radius: N/A
Difficulty: Advanced
Mana Cost: 12 MP per ally per post sustained
Damage/Effect: Deflects all physical projectiles from self and allies. 
Description:
By speeding the swirlings of magic around a being to great swiftness, the target can become totally impervious to damage from physical projectiles. By the sheer speed of the hurricane-like Var'Aven, any arrow or the like will be blown away from the ally or the caster itself. It requires quite a high amount of concentration to maintain.

Aura of Confinement
Cast Type: Enemies
Radius: 10 Feet
Difficulty: Intermediate
Mana Cost: 9 MP per enemy per post sustained
Damage/Effect: Paralyzes all affected enemies. 
Description:
As much as changing the speeds and directions of the magical stream, a talented magician may also slow the spiritual energies to the point of non-progression. With his body functions stagnant, the enemy is put in a cryogenic state for about five seconds. After that, the streams can no longer be held and the spell's effect vanishes. The caster cannot attack during this spell.

Aura of Talons
Cast Type: Allies and Self
Radius: 10 Feet
Difficulty: Advanced
Mana Cost: 11 MP per ally per post sustained
Damage/Effect: Enemies that attack allies or caster within aura receive 10% of inflicted damage. 
Description:
It requires a great deal of concentration to speed up the swirlings to a point where they cannot be seen, even by a spirit mage. By doing so, and being careful not to hit his allies, the caster may produce a stream weaving around so fast that it cuts at nearby enemies once they hit it with their swords. In fact, the harder they hit your ally, the faster the swirlings go, and the more recoil damage is inflicted.
 
Aura of Prometheus
Cast Type: Enemies
Radius: 15 Feet
Difficulty: Expert
Mana Cost: 20 MP per enemy per post sustained
Damage/Effect: Deals 50HP energy damage per post sustained. 
Description:
The Var'Aven is based upon balance. The balance within cannot be broken but for the strongest mages, and even for them it is a taxing and dangerous task. All elements are present within the Var'Aven, and modifying one of them to take up a dominant position results in a natural affinity to that element. By breaking up the swirls into the Fire element, the Weaver may attempt to set his enemies within the aura ablaze, causing dire burning wounds.
 
Aura of Tranquility
Cast Type: Allies
Radius: 15 Feet
Difficulty: Advanced
Mana Cost: 13 MP per ally per post sustained
Damage/Effect: Heals 200HP per ally per post sustained.
Description:
With the breaking (Ecua) and linking (Xeua) principle clenched steady in their minds, the Weavers who have know of the spiritual anatomy of those around them may choose to chain and replenish the health of their allies. It is intricate work, and the caster is vulnerable while casting it, unable to cast the spell upon himself. By linking the broken parts of the Var'Aven (wounds), he can heal his allies at average speed.
 
Aura of Wisdom
Cast Type: Self
Radius: N/A
Difficulty: Intermediate
Mana Cost: 9 MP per char needed to be convinced.
Damage/Effect: Caster suddenly sounds very wise
Description:
Charisma is a factor dependant upon the strength of Var'Aven, and after multiple studies the Weaver will be able to place the complex weavings within his Var'Aven in such a way that he suddenly seems and sounds very old and wise. His council becomes very hard to resist, especially to those with a weak strength of will.
 
Aura of the Berserker
Cast Type: Allies and Self
Radius: 10 Feet
Difficulty: Master
Mana Cost: 40 MP ally per turn sustained.
Damage/Effect: Allies' and own attacks do double damage.
Description:
Revitalizing tired soldiers and turning them into fearless battle machines can be done by clouding their minds. It brings a certain danger for the caster, who has to set loose his emotions to cover up his the Var'Aven of his allies in clouds to take away their fear and fuelt their lust for blood. The streams of magic that revolve around the mind are nearly nullified and the streams of endurance and willpower are made dominant within the aura.
 
Aura of Recomposure
Cast Type: Allies, Self and Enemies
Radius: 15 Feet
Difficulty: Expert
Mana Cost: 22 MP ally or enemy per post sustained.
Damage/Effect: Dispels all negative magic aspects from allies and caster and deletes all beneficial magic aspects from enemies.
Description:
If there ever was a detailed, most complex job in the modification of the Var'Aven, it is recomposing the entire structure. Each act of magic changes the spiritual streams, and each being or thing in this world has his own, unique pattern. Memorizing this is a task only fit for a Weaver to wield. Whether it is an ally or enemy, the Var'Aven can be corrected into its basic state by relinking or breaking (Xeua and Ecua) the elemental weavings within, thus effectively dispelling any kind of magic upon the target.


Runic Magic

 
"The ways of Var'Aven are intricate and complex, and only the sheer
amount of weavings would refrain those without magical talents from
delving into it. Like an endless series of threads, the swirls of power
are connected to each other at various points, and it would resemble
much of a genuinely constructed spider web when visualized through
magic or reagents. Each structure has its own form, which defines
certain aspects of one's body, soul, or mind. Weavers are known
to alter these threads into symbols they know will have a desired
effect upon themselves or their environment. As connecting different
chromosomes does, it alters the form, not the source of magic. It
is quite dangerous to experiment with new runes, and therefore most
Weaver wizards keep to the old, yet powerful, runic magic to prevent
any unwanted effects..."
Rune of Forgotten Memories
Cast Type: Self
Appearance: A rectangle which encompasses another rectangle.
Difficulty: Beginner
Mana Cost: 2 MP per memory
Damage/Effect: Allows the caster to remember anything that they have previously experienced.
Description:
The Var'Aven holds all secrets about a man, and only few Weavers have mastered the ability to read the auras of other people. Reading your own aura is not difficult though, as you have total control over your memories. By increasing speed of the great amount of memories that swirl in the deepest layers of the Var'Aven and using any thought as a way to sort your needed thought out, the Weaver can remember anything that has ever happened to him.
 
Rune of Emotion
Cast Type: Enemy
Appearance: A vertical line with a small cross running through its center.
Difficulty: Beginner
Mana Cost: 4 MP per enemy
Damage/Effect: Changes the emotion of enemies into one of the caster's wish.
Description:
Emotions are nothing more than a different swirl of the mind in a different direction in the complex weaving of the magical aura. With willpower, the mentalist may forcefully push one of the streams into another direction, causing another emotion to explode within the enemy. Only sense of reality and willpower are able to overcome it, though it is usually only pacifist. There are recordings, however, of Weavers who used it to distract there enemies while attacking.
 
Rune of the Mantis
Cast Type: Self
Appearance: Two triangles lined up horizontally. /_\/_\
Difficulty: Initiate
Mana Cost: 6 MP per post sustained
Damage/Effect: Adds 15% damage to the next succesful melee attack.
Description:
Studying the Var'Aven of predatory animals like grasshoppers gives insight into the best way to slash with a sword. For a short amount of time, the Weaver can mimic the complexity of the mantis's attack pattern, and so deliver a slash with great speed and power. Usually it is defined by a nearly unseeable green aura around the used weapon hand.
 
Rune of Dominion
Cast Type: Enemy
Appearance: A circle which is diagonally split by a line (upleft to downright)
Difficulty: Intermediate
Mana Cost: 10 MP per post sustained
Damage/Effect: Overwhelms the opponent with a verbal command.
Description:
Whenever someone is surprised or a sudden panic strikes them, the strings of the mind in Var'Aven are shrinked. The Weaver may attempt to manually make the strings smaller, and overcome their opponent's mental strength. A verbal command may be spoken loudly while doing this, and usually results in a surprised opponent as he hears the dominating voice from all sides. Weaker minded people will usually follow the command up, as long as it isn't to harmful to themselves.
 
Rune of Sturdiness
Cast Type: Self
Appearance: A small rectangle with an elipse within, split by a line. (All vertical)
Difficulty: Intermediate
Mana Cost: 10 MP per post sustained
Damage/Effect: Subtracts 10% damage to the succesful enemy attacks as long as it is sustained.
Description:
Hardening the outer shell that the astral being is caught up within is possible through manipulation of the magical streams that form it. In nature, these streams are quite brittle and easily broken, yet focusing them in a certain spot once a strike is about to hit you allows the Weaver to take damage better.
 
Rune of Transferral
Cast Type: Self & Enemy
Appearance: An "N" with 3/4 circle around it, from left to top to bottom.
Difficulty: Advanced
Mana Cost: 14 MP per post sustained
Damage/Effect: 4/10; Heals caster up to half of HP that was drained.
Description:
Connecting the Var'Aven with others is quite hard, as each aura is unique and therefor cannot hook up to others. However, some identical workings can be found, like with the working of vital organs, and from there energy can be transferred from the enemy to the caster. The disadvantage of this attack is that it is a slow, cohesive beam of a water-like substance that can be evaded quite easily.
 
Rune of the Cyclops
Cast Type: Enemy
Appearance: A single eye-like pattern
Difficulty: Intermediate
Mana Cost: 15 MP
Damage/Effect: 6/10
Description:
Parts of the Var'Aven can be taken away from the spiritual aura, to be replenished slowly later. Using the rune of an eye as a medium, the caster focuses all of the spiritual energy into the pupil, which starts to glow bright. Then, a lightning fast yet thin bolt strikes from it towards the enemy. It cannot be controlled in mid-flight.
 
Rune of Stymphalia
Cast Type: Summon
Appearance: A figure that resembles a curved "v"
Difficulty: Advanced
Mana Cost: 80 MP
Damage/Effect: Forms a Stymphalian Bird to help the caster.
Description:
Creating a Var'Aven is a difficult task, however the grade of difficulty lies in the complexity of the creature. An animal, for example, is far easier to make than a human, which is nearly impossible. If it is only instinct that guides an animal, it is even easier, though by no means will it be a walk in the park. The Weaver has to connect all the energy he created through his own Var'Aven and weave a web around in a set pattern as described by the high Weaver wizards.
 
The Stymphalian Bird is a summoned monster with the following abilities to attack the opponent:
Breaker Run - 10 PP
The Bird has feathers of bronze which it can send down upon your enemy in sets of ten, razor-sharp feathers. They cut through flesh with ease and ligher armor can be torn by it.
 
Screech of Stymphalia - 25 PP
A horrific screech that originates from the bronze longs that the bird carries with itself. It is tormenting to the ears of anything that is able to hear and will stun the target for one post.
Rune of Trapped Souls
Cast Type: Ground (trap)
Appearance: A dot with three dots around it.
Difficulty: Advanced
Mana Cost: 65 MP
Damage/Effect: 5/10 when triggered, then 1/10 per post until the effect is vanquished.
Description:
A Weaver may put out a part of his own Var'Aven with his own unique identification. Within the small amount of streams weaven upon the ground, a pressure is set, upwards over a radius of about six feet. It cannot be triggered by the caster itself, but has to be stepped upon by the opponent. At that moment, the power behind the web of streams bursts and moves upward very speedily with a razor-like effect. It also leaves small bursts of pressure within the opponent's Var'Aven, which do damage to his breathing each post until he is calm for one post to vanquish its effect.
 
Rune of a Cloudy Heaven
Cast Type: Self
Appearance: A big, octular platform that is drawn with two hands
Difficulty: Expert
Mana Cost: 75 MP, then 10 MP per post sustained.
Damage/Effect: Allows the caster to levitate upon the rune.
Description:
Flight has never been a human acquaintance and will most likely never be, however, the Weavers have found a way to travel through the air at quite a rapid pace without tiring. They drew a great, octular form within the air, composed of tiny threads and invisible openings. The threads are solidified by contracting the webs so much that they become hard. Then, the caster can step upon it and levitate all he wants, as long as he can provide the mana needed to keep the webs in the rune contracted.
 
Rune of Vengeance
Cast Type: Enemy
Appearance: A circle with both a horizontal and vertical line splitting it.
Difficulty: Initiate
Mana Cost: 12 MP
Damage/Effect: Suffers the damage from an opponent spell, then blasts it back at him.
Description:
Some Weavers have been known to use their Var'Aven as a medium to channel energies. Though quite powerful, it also needs the caster to suffer pain and a lot of Weavers are not fond of that thought. All the ends of the lines in the rune are connected to a different element in the Var'Aven, effectively allowing it to absorb all kinds of magic based attacks. However, through the channeling the threads in Var'Aven are broken, causing pain but no physical wounds, nor does the caster suffer any side-effects the attack might have had under normal circumstances. Afterwards, the caster may cast exactly the same spell from his rune, with damage and eventual side-effects.
 
Rune of the Web
Cast Type: Self & Enemy
Appearance: A spiral that circles inward about four times.
Difficulty: Expert
Mana Cost: 100 MP per post sustained
Damage/Effect: Puts caster and opponent in the ethereal Web.
Description:
A Weaver is acquainted with his homeland, and only he may open a portal into the secret world of the web. It can be done almost anywhere, as the Web stretches far beyond the world. Within the Web, reality is twisted, and usually works advantageous for the caster, who knows where to set foot and where not, and is acquainted with the special benefits of this world. Within the Web, there are numerous changes that do not apply in normal battle:
Instant Xi
The Web is manifested through the will of the Weavers, and a strong will may overcome the harshness of realities. Giant leaps, uncanny speeds, and other moves can be made here by both combatants.
 
Spyders
The Spyders are dangerous creatures and running into one isn't the best thing that could happen to someone. They are ferocious, nearly invisible and shapeless, yet their physical attacks can harm people greatly. They attack anyone intruding the Web, caster as well as opponent.
Rune of Divine Help
Cast Type: Enemy
Appearance: An Omega-like rune
Difficulty: Intermediate
Mana Cost: 25 MP
Damage/Effect: 6/10
Description:
The rune is sent to hover over the opponent's head, about nine feet above them. Through the unique signature of their Var'Aven, the ring is locked to them and follows them around. At the caster's will, a bright beam of razor energy comes falling down, whereafter the halo like rune disappears. It can only be evaded totally by jumping at exactly the right time.
 
Rune of Eternity
Cast Type: Self
Appearance: Four horizontal waves placed below each other.
Difficulty: Master
Mana Cost: Half of total MP, then 150 MP per turn to sustain.
Damage/Effect: Changes the caster into the form of a spirit.
Description:
The Var'Aven is mysterious, yet it is known that the threads can be solidified by contracting them. Setting them loose, however, will result in the opposite: a solid object will become non-physical. A very hard and dangerous spell, the holes inbetween the threads have to be exactly big enough to make the caster completely ethereal, yet not loose enough to let the caster fade away, to live an eternity like a goalless wraith. As soon as the Ethereal Form is reached, no physical weapon can harm the caster. The caster may deform or split up as he wishes, then contract into whole again, or he may shoot his limbs at his enemy to magically grab them and throw them around with the accelated weavings of Var'Aven around the hand. Losing concentration in this form is lethal to the caster (See the Ethereal spells to see what special abilities the caster gains as well).
 
Rune of Wrath
Cast Type: Enemy
Appearance: A triangle with a small rectangle within
Difficulty: Advanced
Mana Cost: 70 MP
Damage/Effect: 5/10 per hit
Description:
This rune is sent into the air much like the Rune of Divine Help, yet this time it separates into tiny little halos that all incorporate one, weblike structure. The caster may choose to shoot a wicked bright beam from it which is quite sharp because of the pressure behind it. There are about twelve webs in total and all can be fired, at the same time or one by one at the caster's will.
 
Rune of Xeua
Cast Type: Enemy
Appearance: A single eye-like pattern
Difficulty: Master
Mana Cost: Half of total MP for resurrections, 100 MP per undead for animating
Damage/Effect: Ressurects a dead PC with an own will or animates an undead for the caster to command.
Description:
Animating and resurrecting all belong to the same principle: link breaking, also referred to as Ecua. Decay means that a lot of the links are breaking together. To animate is far easier than to ressurect, as an undead does not need its deepest Var'Aven to be recomposed as it does not need an own will. To animate, the caster has to mimic the complex structurous Var'Aven of a human, but only the outside layers of the aura. The undead commands only the will of the caster. If the caster attempts resurrection, it will be much harder. Each and every Var'Aven thread, each connection, even the deepest and most complex layers of the soul have to be recreated in order to send the target back into the world of the living like he was before his death. A failure may result in abominations not to have been seen upon this world for centuries.


Priest Magic

"The noble world of the priests remains a mystery to us, even though
we can feel that something supernatural supports them in their
secrecy. Acolytes are taken away from their homes at an age where
they cannot even speak, yet they come out more intelligent than
any others that have not studied within the temple. Some say that
magic is involved. Other are convinced that, within the library of
the Estomar Temple, there are books that the One God and his
messiah have written with their own hands and blood, thereby
infusing their holy knowledge with those that are willing to worship
and carry their knowledge of life on throughout history. Whatever
it is, the priests of the Temple hold still, a vow sworn that they
would never speak of what took place within the white building that
graces the highest top of Estomar. However, people have noticed
that priests have an extraordinary amount of luck and are very
proficient at healing... without the use of herbs."
Blessing
Cast Type: Self and Allies
Radius: 15 Feet
Difficulty: Intermediate
Mana Cost: 250 MP
Damage/Effect: Heals 50% of total HP for the caster and allies within the radius.
Description:
A holy glimmer descends, even in cloudy or rainy days, and through the prayers of the caster it hooks up to the Var'Aven of any ally within the healing radius. It's natural affinity towards Xeua, linking the wounded threads of spiritual energy together again, thus effectively healing even the grievest of wounds.
"Fertility from the skies, endurance from the earth,
hearken my prayer, fill our hearts with mirth,
for us to carry out noble deeds in the rest of life
to be joined with thou in eternity"
Zephyr of Vitality
Cast Type: Self and Allies
Radius: 15 Feet
Difficulty: Advanced
Mana Cost: 150 MP
Damage/Effect: Increases the stamina and endurance of the caster and allies within the radius.
Description:
An ancient reciting by the caster is supernaturally turned into a magical breeze, soft and caressing. Upon breathing, the caster and his allies feel energized, even after the hardest of battles or losses. In this air of refreshment they can sustain more damage, feel less pain, and their conditioning is considerably improved.
"Out of earth was created mankind,
Out of wind was created life,
Let us please taste life from your hand,
And forgiven be our sins"
Heart and Judgment
Cast Type: Enemy
Difficulty: Advanced
Mana Cost: 140 MP
Damage/Effect: 8/10 per rock
Description:
The caster sits down and folds his hand in front of him, on his lap, while he monotonely cites the rhymes of an Elven prayer that was created in ancient times. Two giant rocks are ripped from the earth by the gods, and the enemy(ies) are crushed within the forges of the earth. The rocks move with fairly great speed for their size.
"Innerts of the earth, everlasting
ever without fail, ever patient,
heave it from their deepest grave,
help us in the hour of our need"
Eternal Lock
Cast Type: Anything that can be opened
Difficulty: Beginner
Mana Cost: 20 MP
Damage/Effect: Locks a door so it can only be breached with magic.
Description:
It used to be a spell only available to those who studied under the Dwarves, yet with the alliance between the small and big folk, their religions became united, and so did their gods. With the magical power of the forge, a door is sealed so that no physical object can breach it without magical assistance. Physical contact needs to be made with the door while the prayer is recited.
"Portal be mine,
One with my mind,
I hold thee fast,
to make to last,
open thou not,
as I weave the knot,
of my power from within."
 
Invocation of Force
Cast Type: Self
Difficulty: Intermediate
Mana Cost: 100 MP per post sustained
Damage/Effect: Allows the caster to use telekinesis as long as he keeps the prayer up.
Description:
Telekinesis is an uncanny force that is only granted with care by the gods. It requires an enormous amount of belief in the grant god to activate, as the chant needs to be monotone and precisely tuned to get the desired effect, even during battle. If succeeded, the caster may move non-living things to maximum of 300 pounds around through the air. No other spells can cast while this is invocation is in effect, as it would ruin the chant.
"Give unto thou humble servant,
With will as steady as stone,
The blessing and curse of Chavro'Narx,
for we will wield it in thou glory."
 
Chaos Mantra
Cast Type: Enemy
Difficulty: Advanced
Mana Cost: 150 MP per enemy
Damage/Effect: Confuses the foe with nausea and hallucinations.
Description:
Prays for the gods of the Underworld, which were locked away for conspiring in vile plans against the upper gods, to invoke chaos upon the enemies of the caster. The limbs of the target(s) suddenly feel very heavy, and soon a feeling of nausea and nightmarish illusions appear within the opponent.
"Ice, Wrath, and Darkness
Heed my words and touch thy enemy,
Ice, Wrath and Darkness
For thou lock shalt be broken,
at the End of Eternity."
 
Angel's Halo
Cast Type: Upon an opponent's magical attack.
Difficulty: Initiate
Mana Cost: 50 MP per halo per post sustained
Damage/Effect: Weakens the damage taken from a magical attack by 25%.
Description:
The Assembly of Angels that roam behind the clouds, as man say, in the eternal temples of the upper gods, may consent to help the caster in times of need when moved by a prayer. They send their halos down, which form in front of the caster as a ring of bright, white light. It absorbs some of the energy from magical attacks. Up to two halos can be active at a time. The caster may repeat the chant to keep the halos within reality, however, they cannot cast any normal spells thereafter.
"Sincere guardians of the Upper Worlds,
In thou honor shall we recite this prayer,
Yet now, we are in need, so hearken us,
and help us now so we may repay you
at the end of our lives, in happiness"
Demon's Deliverance
Cast Type: Enemy
Difficulty: Expert
Mana Cost: 250 MP
Damage/Effect: Dozens of gargoyles descend from the sky to attack the enemy, 1/10 per gargoyle.
Description:
The Deliverance over the sins is nothing compared to the small spell the caster may invoke, yet it often proves effective. Gargoyles, made of a cloud-like substance, descend from the heavens and leech onto the opponent. They can be killed in one stroke, and will automatically disappear after hitting once. However, the sheer amount of them is often able to overwhelm even the hardiest of warriors.
"The Gate be closed,
sinners separated at last,
The Gate be closed,
deliverance that rages fast"
 
Conjure Elemental
Cast Type: Summon
Difficulty: Expert
Mana Cost: 200 MP
Damage/Effect: Summons a Holy Elemental to aid in battle.
Description:
Conjured from the magic of the gods and arcane forces of light, the caster may send a plea for help to the worlds above. When he is blessed, an elemental being of pure light appears right in front of him. It is dangerous for the caster as well as the opponent to look at it as it might cause blindness. It attacks with punches and kicks, though they are completely energy-based.
"Close the ranks!
The red dawn is upon us!
Close the ranks!
Send for the light!"
 
Final of Thousands
Cast Type: Enemy
Difficulty: Master
Mana Cost: 75 MP per conjured hand
Damage/Effect: 7/10 per hand, or 10/10 when a full halo hits.
Description:
1. The caster summons as much Hands of God as he wants or can sustain, then unleashes them at the enemy all at once, or in groups, or even one-by-one if he wishes. The hands have no homing ability at all and cannot be controlled in mid-flight.
2. The caster summons Hands of God as he wills and then speaks these words: "Feäreth yrh selphán theohrèï" to bind them into a halo. No more hands may be summoned once the halo is born. The halo can, when created be controlled to move wherever the caster wants at high speeds. When directly sent for the opponent it has a great homing ability. It may even be retracted right before impact. Takes 2 posts, one to summon the hands, and one to bind them.
"Selphàn feäreth tertineï" - for one hand.


Ethereal Magic

"Magic of the soul, magic of the heart, or just plain magic. Call it what
you want, but it is there. And it will always be there. Yet some do not
wish it to, for they find its mysteries are too deep to investigate in any
scientific way. Yet to a Weaver, being a spirit is as much of an
experience as life itself..."
-- Edmerald Gathyrn, last true Weaver after War outside the Web.
NOTE: For the use of Ethereal Magic, the caster first has to be in Ethereal Form through use of the Rune of Eternity.
Teleportation
Cast Type: Self
Difficulty: Master
Mana Cost: None, 50 PP
Damage/Effect: Teleports the caster to any place in direct sight.
Description:
The spirit may divide itself into parts at will, and so transmission in small particles, invisible to the eye, becomes possible. The spiritual caster splits up and later converges to reappear at a place of his choosing. However, the place has to be within eyesight.
 
Limb Split
Cast Type: Self
Difficulty: Master
Mana Cost: None, 2 PP per use
Damage/Effect: The caster separates his limbs from his astral body and attacks the opponent, 50 HP per hit.
Description:
The weaving of the streams among the astral plains can be put in different categories. And so, the caster may individualize one of his limbs as a different "person", however without any sense of mind. The caster may control it in mid-flight, however, he has to be careful not to loose track of the weaved streams that control. it.
 
Animal Form
Cast Type: Self
Difficulty: Master
Mana Cost: None, 150 PP per post sustained
Damage/Effect: Changes the caster into a spiritual animal.
Description:
The weavings around animals are generally more simple than those of humans, and Weavers in spiritual form are often able to change into their bestial counterparts by adjusting their Var'Aven to mimic the one of an animal. However, in Animal Form, they can be hit by physical weapons, a disadvantage most Weavers aren't willing to take.
 
Armaments
Cast Type: Self
Difficulty: Master
Mana Cost: None, 100 PP per conjured weapon
Damage/Effect: Gives the caster an ethereal weapon or armor of his choice.
Description:
Non-living objects are not at all hard to mimic since they don't have any ability to think or react. Most Weavers have a set pattern in their head of how the links will link and break, and how it will result in the weapon of their choice. In Ethereal Form, the caster may conjure any weapon or armor he wants. However, the weapons and armor can be blocked or damaged with physical weapons.