“Do you regret picking up the Wandsmith class?”
Ori simply grumbled. After rummaging through old or faulty sources in the armoury of ancient, long-forgotten artefacts, he was surprised to find that one source in very poor condition still seemed to work, or at least appeared fixable.
Picking it up, Ori inspected the long crack that split the miniature Grandfather Clock's facade. Using Echo Forging, he transmuted material to fix the visible defects as he carefully dismantled and repaired the device. Intricate gears bound moving enchantments and bands of mana wound so tight that Ori’s heart raced as he handled the delicate mechanisms and steel springs.
In addition to fixing the device, Ori learnt a great deal about how sources worked. He discovered the fine balance between power and control, power from mana, power from intent, and control through enchantments and material, each part working under the cross-tension of constraints and forces. A single imbalance, as Ori had recently exploited to his benefit, would lead to a chain reaction with only one explosive result.
Power and control excited the Duælist in him—the part that revelled in chaos and violence as well as the studious exploration of how wondrous things worked. And in the case of tools that acted as large mana batteries and engines of wonder, this excitement was doubled.
“I don’t regret choosing Wandsmith,” Ori sighed.
“But?”
“These class slot limitations are the worst,” Ori scowled
Freya chuckled, “You’re not allowed to complain about something countless humans would have prayed to have the chance to influence.”
“Yeah, well. I have no regrets about picking any of the classes I have. Still, I think I will choose something like Realmwalker or Void Dancer for my next class. If I’m ever going to live up to the hype of being this badass entity, the ability to come and go as I please feels essential. Plus, I really, want to travel more. It’s something I planned on doing on Earth. I never really left my country, which was just an island at the end of the day. I used to think that if you were rich, you could travel anywhere. Well, that class is the definition of riches to my old self: instant, faster-than-light transportation. That, for me, will mark the moment I’ve made it.”
“As a wild fae, or… at least… well, let’s just say the idea of being unconstrained and free appeals to me very strongly, so I can understand your desire. Most would say there’s a reason why those with such abilities seem godly, but I wouldn’t count yourself out. Perhaps one day you’ll bond with someone with such abilities? As a result, the Bondweaver has the potential to be just as godly, at least in my estimation.”
“So… you're saying I just need to seduce someone from the Courier Guild then?” Ori’s head poked up from his inspection of the source to see Freya watching him from the other side of the workbench, an orb of cosmic light the sole illumination in the old, dank, musty room.
Freya sighed and muttered almost inaudibly, “I swear…”
After several minutes of fiddling, Ori grasped the source and waited as it began to charge. Its capacity was likely a hundred times larger than the nascent sources he had used before. He could see mana in the vicinity spiral into the clock face, the hands of the clock likely a mana-gathering enchantment, its clock face symbolism a rigid structure for control and regularity.
“Besides, you know why I chose Wandsmith.” Ori continued.
“Yes, you have many positive associations with holding long, rigid objects in your hands.”
“I… wait, so you think it's long?” Ori waggled his eyebrows, doing his best himbo impression.
“Grrrr, you're insufferable.”
“You started it, and ‘long and rigid’ were your words, not mine.”
“I was actually… mostly referring to the flash paper wands you played with as a child, or that peculiar collection of torches you kept in your room or carried in your bag, or those red and green glow sticks you sparred with as if you were children with sticks… or you taking to the wands from the first armoury like it was second nature.” Freya pouted, her arms still crossed as she spoke. “I was still surprised, though. I expected you to choose a more general class for your aspirations.”
“Nah. When I was looking through the big, long list of enchanting classes I was now compatible with due to having that Mortal High Enchanter accolade, none of them stood out for me, not in the way Wands did.” Ori chuckled. “I mean, alright, maybe Aether-Technician came close. But when I imagined myself in the future, the version of me I want to be, I held a wand. You could say wands are merely channelling tools and magical foci. But something within me says they can be more, demands they can be whatever I need them to be. They can be the tools that make whatever I want.” Ori grunted as he stood.
“So, what the hell is this spell constellation?” Ori asked.
“This is actually one of the classes I taught while researching at the Arcanum Collegium.”
“So I’m in good hands then?”
“Yes, I should think so. To begin, that cheat spell from your ridiculous Duælist class means you’ll actually have five core spells instead of four…”
Freya’s well-practised lecture was easy enough to follow. With all of his class spells selected, Ori had well over thirty spells to choose from, more than half of which were usable during combat. To aid Ori in managing these spells, both by providing a mental map of related abilities and as a guide for the evolution and emergence of new spells, the Page of Fates had an entire section called the Spell Constellation, with concentric wheels where spells could be placed. Core spells were nearly instinctual, requiring only the lightest conscious will to use. Core spells also used far less mana. The drawback was that only four, or in Ori’s case, four plus the spell Duælist’s Weave, could be selected.
The inner ring had none of the mana reduction of the core and required the caster to spend time practising to achieve the same instantaneous, concentration-free casting as the core. This seemed like a downside, but from Ori’s perspective as a former mortal mage who had been using spells stuck at the outer ring this entire time, each ring offered significant benefits. After several hours and multiple attempts, Ori had something that half resembled the sum of Freya’s teachings.
image [https://i.imgur.com/MHeu4lJ.png]
“That will do for now.”
Ori exhaled, then reviewed his spells, abilities and character sheet in its entirety.
Core: Channel Lightning, Light Shield, Duælist’s Weave, Echo Forging, Channel Restoration
> Spell: Duælist’s Weave
>
> Type: Active, Enhancement
>
> Characteristic Requirements: Wisdom: ≥30, Will: ≥40
>
> Other Requirements: Split Mind, Dream-related affinity, Duælism Affinity
>
> Effects: Allows the user to merge the conceptual effects of two spells into one. Duælist’s Weave can enter core spells without taking up an additional slot.
>
> Description: Duælist’s Weave harnesses the power of Split Mind to merge the effects of two distinct spells into a single, cohesive effect. This spell grants the caster the ability to seamlessly blend magical energies and intents, creating potent new combinations without the need for additional spell slots.
>
> Notes: The effectiveness of Duælist’s Weave is influenced by the caster’s wisdom and will, enhancing the synergy of the combined spells.
> Spell: Channel Lightning
>
> Type: Active, Offensive, Channelled
>
> Characteristic Requirements: Wisdom: ≥25, Intelligence: ≥25
>
> Other Requirements: Storm or Lightning affinity
>
> Effects: Channels a continuous stream of lightning directly at a single target within line of sight.
>
> Description: Channel Lightning is a direct combat spell that allows the caster to unleash a continuous stream of lightning at a single target within their line of sight. This spell requires sustained concentration, delivering powerful and precise damage over time. The intense electrical discharge can overwhelm and incapacitate the target, making it an effective tool for focused attacks.
>
> Notes: The strength and duration of Channel Lightning scale with the caster’s wisdom and intelligence. The direct nature of the spell demands that the caster maintain line of sight with the target, requiring strategic positioning and concentration during combat.
> Spell: Light Shield
>
> Type: Active, Protection
>
> Characteristic Requirements: Wisdom: ≥20, Intelligence: ≥20
>
> Other Requirements: Light or Order affinity
>
> Effects: Creates a minor barrier that protects the user from spells of a rank below the user.
>
> Description: Light Shield forms a protective barrier around the caster, shielding them from spells and magical attacks of a rank lower than their own. This barrier provides a light layer of defence, allowing the caster to resist harmful magic and focus on their healing and protective duties.
>
> Notes: The strength and duration of Light Shield are influenced by the caster’s wisdom and intelligence. The barrier is most effective against lower-ranked spells and may not fully protect against more powerful magical attacks.
> Spell: Channel Restoration
>
> Type: Active, Healing, Channelled
>
> Characteristic Requirements: Wisdom: ≥30, Intelligence: ≥30, Will: ≥70
>
> Other Requirements: Life or Healing affinity
>
> Effects: An upgraded version of Lesser Restoration that allows continuous healing to be channelled, reducing the Lifeforce cost of healing mortal wounds by 50%.
>
> Description: Channel Restoration is a potent healing spell that allows the caster to continuously channel restorative energy into a target, significantly reducing the Lifeforce cost associated with healing mortal wounds. This spell provides sustained healing over time, making it ideal for treating severe injuries and keeping allies alive during critical moments.
>
> Notes: The range (5 yards) effectiveness of Channel Restoration scales with the caster’s wisdom and intelligence. The continuous nature of the spell requires the caster to maintain focus, but it offers substantial healing benefits, especially in dire situations where immediate and significant recovery is needed.
Combat: Call Lightning, Chain Lightning, Moonbeam, Radiant Weapon, Purifying Light, Greater Stun, Mind over Mind, Mind over Motion, Mirror Protection
> Spell: Call Lightning
>
> Type: Active, Offensive, Indirect
>
> Characteristic Requirements: Wisdom: ≥20, Intelligence: ≥20,
>
> Other Requirements: Storm or Lightning affinity
>
> Effects: Calls lightning from the sky to hit a target.
>
> Description: Call Lightning is an indirect combat spell that summons a bolt of lightning from the sky to strike a designated target. The lightning bolt is precise and powerful, capable of inflicting significant damage upon impact.
>
> Notes: The strength and accuracy of Call Lightning scale with the caster’s wisdom and intelligence. The spell’s indirect nature allows the caster to target enemies from a distance, making it a versatile tool for ranged combat.
> Spell: Moonbeam
>
> Type: Active, Offensive, Channelled
>
> Characteristic Requirements: Wisdom: ≥75, Intelligence: ≥125, Will: ≥300
>
> Other Requirements: Moonlight affinity
>
> Effects: Creates an indirect channelled beam of moonlight that deals damage to a single target with a -rank effectiveness against physical barriers.
>
> Description: Moonbeam channels a concentrated beam of moonlight that targets a single foe. This offensive spell harnesses the serene yet destructive power of moonlight, making it a formidable weapon against foes. While weaker during daylight, this beam’s continuous nature allows the caster to adjust its aim and maintain pressure on the target. This beam is particularly effective against creatures with an Underworld and Abyssal affinity, but weak against physical shields.
>
> Notes: This spell is mana use unconstrained. Damage dealt by Moonbeam scales with the caster’s mana regeneration and Will.
> Spell: Radiant Weapon
>
> Type: Passive, Enhancement
>
> Characteristic Requirements: Wisdom: ≥20, Intelligence: ≥20
>
> Other Requirements: Light or Order affinity
>
> Effects: Coats the user's melee weapons in searing light, doubling damage done upon hit.
>
> Description: When cast, Radiant Weapon envelops the caster’s melee weapons in a brilliant aura of light, infusing them with searing energy for ten minutes. This enhancement increases the damage dealt with each strike, allowing the caster to cut through enemies with radiant power. The light’s purity also has a cleansing effect, making it particularly effective against Abyssal or Underworld-aspected foes.
>
> Notes: The effectiveness of Radiant Weapon depends on the caster’s wisdom and intelligence.
> Spell: Chain Lightning
>
> Type: Active, Offensive, Channelled
>
> Characteristic Requirements: Wisdom: ≥30, Intelligence: ≥30, Presence: ≥60
>
> Other Requirements: Storm or Lightning affinity
>
> Effects: Channels lightning that chains to multiple targets, with -1 rank effectiveness on secondary targets.
>
> Description: Chain Lightning is a channelled combat spell that releases a bolt of lightning which arcs between multiple targets. The initial strike is highly effective, while subsequent branches suffer a reduction in power. This spell is ideal for engaging groups of enemies, delivering widespread damage in a single casting.
>
> Notes: The number of targets and the overall effectiveness of Chain Lightning scale with the caster’s presence, wisdom and intelligence. The spell’s chaining effect allows it to deal damage to several foes, making it particularly useful in large-scale battles.
> Spell: Purifying Light
>
> Type: Active, Cleansing
>
> Characteristic Requirements: Wisdom: ≥30, Intelligence: ≥30, Will: ≥60
>
> Other Requirements: Light or Life affinity
>
> Effects: Cleanses and dispels harmful and necrotic spells, effects, and aspected materials. Can banish undead and is 100% more effective against creatures of an underworld affinity.
>
> Description: Purifying Light is a versatile spell that channels the pure, cleansing energy of light to dispel harmful and necrotic effects, cleanse tainted materials, and banish the undead. This spell is particularly effective against creatures with an underworld affinity, using its radiant power to drive away darkness and corruption. Purifying Light serves as both a protective and offensive tool, restoring purity and order wherever it is cast.
>
> Notes: The potency of Purifying Light scales with the caster’s wisdom and intelligence. The spell’s versatility makes it a cornerstone of the White Magi's arsenal, capable of addressing a wide range of threats and afflictions.
> Spell: Greater Stun
>
> Type: Active, Offensive, Crowd Control
>
> Characteristic Requirements: Wisdom: ≥35, Intelligence: ≥35, Presence: ≥65
>
> Other Requirements: None
>
> Effects: The strength and area of effect are based on the caster’s mana pool and intelligence. Stuns targets within the area, rendering them temporarily incapacitated.
>
> Description: Greater Stun is a powerful non-lethal crowd control spell that disrupts the nervous systems of targets within its area of effect, temporarily incapacitating them. The spell’s potency and range are directly influenced by the caster’s mana pool and intelligence, allowing for large-scale or highly focused stuns depending on the caster’s needs.
>
> Notes: The duration and effectiveness of the Greater Stun scale with the caster’s presence, wisdom and intelligence. This spell is invaluable for controlling the battlefield, providing strategic advantages by neutralising multiple foes at once.
> Spell: Mind over Mind
>
> Type: Active, Mentalism
>
> Characteristic Requirements: Wisdom: ≥25, Intelligence: ≥25, Will: ≥200
>
> Other Requirements: Dream-related affinity, Duælism Affinity
>
> Effects: Uses mana to channel the strength of the caster’s will to focus the mind and overpower opponents. For every second in combat, the user gains +10% intelligence and wisdom, while opponents lose -5%.
>
> Description: Mind over Mind empowers the caster to dominate mental battles, using mana to amplify their cognitive abilities while diminishing the mental strength of their opponents. This spell enhances the user’s intelligence and wisdom progressively throughout the combat, creating a growing advantage as the battle continues. Simultaneously, it weakens the opponent's mental capabilities, making them more vulnerable to strategic attacks.
>
> Notes: The effectiveness of Mind over Mind scales with the caster’s will and mana capacity and regeneration. Prolonged combat increases the caster’s advantage, making this spell particularly powerful in extended engagements.
> Spell: Mind over Motion
>
> Type: Active, Enhancement
>
> Characteristic Requirements: Wisdom: ≥20, Intelligence: ≥20, Will: ≥50
>
> Other Requirements: Dream-related affinity, Duælism Affinity
>
> Effects: The caster’s Will enhances Dexterity and enables Breath to enhance movement speed. For 3 seconds, gain a 1000% increase in movement speed and Polyexterity.
>
> Description: Mind over Motion allows the caster to leverage their Breath for incredible bursts of speed and dexterity. For a brief period, the caster experiences a dramatic increase in movement speed, enabling rapid repositioning, evasive manoeuvres, or swift attacks. This enhancement makes the caster exceptionally agile, and capable of performing complex actions with speed and precision.
>
> Notes: The frequency and duration of Mind over Motion are influenced by the caster’s will and available Breath. The spell is best used strategically to maximise its benefits during critical moments in combat.
> Spell: Mirror Protection
>
> Type: Passive, Defensive
>
> Characteristic Requirements: Wisdom: ≥25, Will: ≥35
>
> Other Requirements: Bonded
>
> Effects: Defensive effects such as shields, arcane armour, auras, or barriers applied to you are also applied to bonded allies within the range of your domain.
>
> Description: When cast, Mirror Protection creates a powerful link between the caster and their bonded allies, mirroring any defensive spells cast on the user onto any bonded within their domain for ten minutes.
>
> Notes: The range and effectiveness of Mirror Protection are influenced by the caster’s will and wisdom.
Healing and Restoration: Beacon of Regeneration, Channel Dispel, Death Ward, Cure Wounds
> Spell: Beacon of Regeneration
>
> Type: Active, Healing, Area of Effect
>
> Characteristic Requirements: Wisdom: ≥20, Intelligence: ≥20, Will: ≥50
>
> Other Requirements: Life or Healing affinity
>
> Effects: Creates an area of effect that provides minor regeneration of Lifeforce, healing, mana, and breath to all allies within the beacon's radius.
>
> Description: Beacon of Regeneration summons a radiant aura that emanates from the caster, providing continuous minor healing, Lifeforce regeneration, and replenishment of mana and breath to all allies within its range. This spell is invaluable during prolonged battles, ensuring that allies can sustain their efforts and recover from injuries more rapidly. The beacon's soothing light promotes recovery and resilience, offering a steady source of support amid conflict.
>
> Notes: The effectiveness of Beacon of Regeneration scales with the caster’s wisdom and intelligence and lasts a period determined by the caster’s Will. While it provides continuous healing and regeneration, it does so at a minor rate, making it ideal for sustaining allies over longer periods or during periods of rest rather than providing immediate, significant recovery.
> Spell: Channel Dispel
>
> Type: Active, Dispel, Healing
>
> Characteristic Requirements: Wisdom: ≥25, Intelligence: ≥25, Will: ≥60
>
> Other Requirements: Light or Order affinity
>
> Effects: An upgraded version of Lesser Dispel, Channel Dispel allows the caster to remove curses and unnatural effects. It can also purify tainted mana or arcane effects from wounds.
>
> Description: Channel Dispel is a powerful spell that enables the caster to cleanse curses, dispel unnatural effects, and purify tainted mana from wounds. By channelling their energy through this spell, the caster can effectively remove harmful influences and restore purity to affected individuals. This spell is especially useful in situations where allies are afflicted by potent curses or arcane contamination.
>
> Did you know this story is from Royal Road? Read the official version for free and support the author.
>
> Notes: Channel Dispel requires sustained focus and concentration. The spell’s potency increases with the caster’s wisdom and intelligence, allowing for the dispelling of more powerful curses and effects as the caster's abilities grow.
> Spell: Death Ward
>
> Type: Active, Protective
>
> Characteristic Requirements: Wisdom: ≥40, Intelligence: ≥40, Will: ≥70
>
> Other Requirements: Life, Spirit or Order affinity
>
> Effects: Anchors a spirit to their body, allowing restoration from death after their body has been healed and quickened.
>
> Description: Death Ward anchors the spirit of a fallen ally to their body, creating a lifeline that prevents the spirit from departing their body's current realm entirely. This spell enables the caster to heal and quicken the body, restoring the individual to life once their physical form has been adequately repaired.
>
> Notes: The effectiveness of Death Ward scales with the caster’s wisdom, intelligence, and will. The spell requires careful timing and coordination, as the body must be healed and quickened promptly to prevent the spirit from slipping away.
> Spell: Cure Wounds
>
> Type: Active, Healing, Channelled
>
> Characteristic Requirements: Wisdom: ≥10, Intelligence: ≥15,
>
> Other Requirements: Life or Healing affinity
>
> Effects: Allows the user to see and direct rapid healing to a region under the spell’s effect.
>
> Description: Cure Wounds is a weak healing spell that enables the caster to channel restorative energy directly into an injured area. The spell enhances the caster’s ability to perceive the extent of the damage, allowing for precise and efficient healing. By focusing on specific regions, the caster can expedite the recovery process, mending wounds without cost to Lifeforce.
>
> Notes: The effectiveness of Cure Wounds scales with the caster’s wisdom and intelligence.
Crafting: Lesser Life Spark, Taurna’dieh, Echo Forging, Lesser Echo Print, Silvan Whittling, Sina’lithilien, Spirit Lathe, Elen’urithil, Luminal Etching
> Spell: Lesser Life Spark
>
> Type: Active, Quickening
>
> Characteristic Requirements: Intelligence: ≥20,
>
> Other Requirements: Lightning affinity, Life affinity, Celestial affinity, Light affinity.
>
> Effects: Used in the quickening stage of enchanting to potentially spark wills within enchantments and imbue the quickened artefact with properties beneficial to users with light, life, lightning, or celestial affinities. Can also function as a revival spell in specific circumstances.
>
> Description: Lesser Life Spark is an active spell used during the quickening stage of enchanting. It can ignite wills within enchantments if none exist, thereby imbuing the quickened artefact with dynamic properties that align with light, life, lightning, or celestial affinities. This spell not only enhances the artefact's compatibility and efficacy with users who share these affinities but also introduces potent qualities into the artefact.
>
> Notes: Lesser Life Spark can also function similarly to Lesser Resurrection in specific contexts where an individual's physical form has been restored, and their spirit remains linked to the body. This dual functionality makes Lesser Life Spark a versatile tool in both enchanting and healing disciplines. The effectiveness of the spell can be enhanced in environments that naturally amplify the affinities it utilises, such as areas rich in celestial or life energies. Lesser Life Spark is an indispensable tool for enchanters and healers alike, offering both magical enhancement and life-sustaining possibilities.
> Spell: Taurna’dieh
>
> Type: Active, Bonding
>
> Characteristic Requirements: Spirit: ≥35, Wisdom: ≥35, Will: ≥6500
>
> Other Requirements: None
>
> Effects: Soul bonds an artefact with the user or another artefact, spirit, elemental, or will.
>
> Description: Taurna’dieh is a powerful bonding spell that establishes a deep soul connection between an artefact and its user, or between two artefacts, spirits, elementals, or wills. This spell enhances the artefact’s abilities and aligns it with the essence of the bonded entity, significantly boosting its power and effectiveness. The bond created by Taurna’dieh is profound and enduring, allowing for seamless interaction and synergy between the artefact and its bearer.
>
> Notes: The strength and depth of the bond created by Taurna’dieh scale with the caster’s spirit, wisdom and will. This spell is crucial for Wandsmiths who seek to create artefacts, ensuring that their creations reach their full potential.
> Spell: Echo Forging
>
> Type: Active, Transmutation
>
> Characteristic Requirements: Intelligence: ≥50, Perception ≥750, Will: ≥25
>
> Other Requirements: Enchantment-related class, Dream-related affinity, Material-related affinity.
>
> Effects: Enables the user to transmute an imagined, memorised, or dreamt object into reality, contingent upon material costs and channelling skill.
>
> Description: Echo Forging is an active, channelled, transmutation spell that allows the caster to incarnate imagined, memorised, or dreamt objects into physical form. This spell relies heavily on the caster's ability to visualise the object in detail, as well as the availability of necessary materials and sufficient mana. The quality, durability, and functionality of the created object are influenced by the amount of mana used, the duration of the forging process, the clarity and detail of the visualisation, and the size of the object relative to the caster's skill level.
>
> Notes: Upon activation, Echo Forging demands intense concentration and a deep understanding of the materials involved. The spell allows for adjustments during the casting process, where the caster can integrate infusions and enchantments into the object, depending on their skill level. This makes it particularly useful for creating bespoke magical items or reshaping and re-enchanting items that are already soul-bound to a user. The effectiveness of Echo Forging can be enhanced by local environmental conditions that are conducive to the spell's energy requirements. For instance, casting in an area rich in natural mana can reduce the material cost and increase the fidelity of the transmuted object. This spell requires a high level of perception and intelligence, as the caster must not only visualise the object but also comprehend and manipulate the complex arcane mechanisms involved in its creation. Echo Forging is particularly powerful when used in conjunction with abilities that enhance mental clarity and focus, such as Beacon of Wisdom or Lesser Clarity.
> Spell: Lesser Echo Print
>
> Type: Active, Enchanting
>
> Characteristic Requirements: Intelligence: ≥55, Perception: ≥100, Will: ≥100
>
> Other Requirements: Enchantment-related class, Alchemical affinity, Dream-related affinity.
>
> Effects: Enables the user to etch precise inscriptions into materials using a channelled spell, which can integrate alchemical essences and aspected affinities into the inscription for enhanced effects.
>
> Description: Lesser Echo Print is an active, channelled enchanting spell that allows the caster to precisely etch inscriptions into various materials using mana. Directed by a channelled spell glyph, or guided by a memory or vision from a dream, this spell is a mana-intensive and meticulous method that ensures high precision in inscribing magical texts and symbols. The inscriptions can be imbued with alchemical essences during or after the etching process, and aspected affinities can be incorporated to enhance the magical properties of the inscribed item. The depth, clarity, and magical potency of the inscriptions are influenced by the caster's control over the flow of mana and their skill in managing the details of the spell.
>
> Notes: Upon activation, Lesser Echo Print demands the caster's undivided attention and a profound understanding of the interaction between man, material, and magical essences. The exceptionally high requirements for Perception and Will—set at 100 each—reflect the significant difficulty and skill necessary to successfully use this spell. These high requirements are indicative of the precise control and intense focus needed to manage and direct the spell's complex processes. This spell allows for detailed adjustments during the etching process, where the caster can modify the intensity and pattern of the inscriptions as needed. Lesser Echo Print is particularly valuable for creating high-value enchanted items where precision and specificity of magical effects are crucial. Lesser Echo Print is particularly effective when used in conjunction with cognitive-enhancing abilities like Beacon of Wisdom or Lesser Clarity, which aid in maintaining focus and control during the prolonged and detailed channelling process.
> Spell: Silvan Whittling
>
> Type: Active, Shaping
>
> Characteristic Requirements: Dexterity: ≥15,Wisdom: ≥15
>
> Other Requirements: None
>
> Effects: Uses mana to carve wood without a knife, exceptionally mana-efficient.
>
> Description: Silvan Whittling allows the caster to carve wood using their mana, eliminating the need for physical tools. This spell provides a highly efficient method for shaping and crafting wooden items, making it ideal for creating wands, staves, and other wooden artefacts. The mana efficiency of Silvan Whittling ensures minimal resource expenditure while achieving precise and detailed craftsmanship.
>
> Notes: The efficiency and precision of Silvan Whittling scale with the caster’s dexterity and wisdom. This spell is particularly useful for Wandsmiths who require a reliable and resource-efficient method for crafting wooden components of their magical creations.
> Spell: Sina’lithilien
>
> Type: Active, Purification, Refinement
>
> Characteristic Requirements: Intelligence: ≥25, Wisdom: ≥25
>
> Other Requirements: Moonlight affinity
>
> Effects: Purifies materials using moonlight, requires moonlight affinity.
>
> Description: Sina’lithilien harnesses the purifying power of moonlight to cleanse and purify materials. This spell, with its origins in Lunaesidhe traditions, uses the gentle yet potent energy of moonlight to remove impurities and enhance the magical receptiveness of the materials being purified. Sina’lithilien is essential for preparing high-quality components for enchantment and crafting.
>
> Notes: The effectiveness of Sina’lithilien scales with the caster’s intelligence and wisdom. The moonlight affinity requirement ensures the caster can connect with and utilise the purifying properties of moonlight, making this spell ideal for creating pristine and potent magical artefacts.
> Spell: Spirit Lathe
>
> Type: Active, Shaping
>
> Characteristic Requirements: Intelligence: ≥140, Wisdom: ≥60
>
> Other Requirements: None
>
> Effects: Lathes transmuted material into desired para-cylindrical objects.
>
> Description: Spirit Lathe enables the caster to transmute and shape materials into para-cylindrical objects using a magical lathe. This spell allows for the creation of perfectly formed wands, rods, and other cylindrical artefacts, ensuring a high degree of precision and uniformity. The transmutation process imbues the objects with enhanced magical properties, making them ideal for use as conduits of power.
>
> Notes: The precision and quality of Spirit Lathe scale with the caster’s intelligence and wisdom. This spell is indispensable for Wandsmiths who require flawlessly shaped components for their magical creations.
> Spell: Elen’urithil
>
> Type: Active, Naming, Divination
>
> Characteristic Requirements: Intelligence: ≥20, Wisdom: ≥20
>
> Other Requirements: Celestial affinity
>
> Effects: Names recently completed or bonded enchanted items, enhancing their qualities.
>
> Description: Elendurithil calls upon the celestial energy of the stars to bestow names upon newly enchanted items or artefacts. This spell, rooted in ancient Lunaesidhe tradition, aligns the item's essence with celestial influences, often revealing or amplifying hidden details and qualities. Elendurithil is most effective after the caster has established a bond with the item, ensuring the name given holds true power and significance.
>
> Notes: The effectiveness of Elendurithil scales with the caster’s intelligence and wisdom. The celestial affinity requirement allows the caster to harness astrological energies that align with the essence of the item being named. This spell is particularly useful for enhancing the mystical properties and resonance of newly crafted magical artefacts, adding an additional layer of depth and power through its use.
> Spell: Luminal Etching
>
> Type: Active, Enchantment
>
> Characteristic Requirements: Intelligence: ≥20, Wisdom: ≥20
>
> Other Requirements: Light affinity
>
> Effects: Uses light to carve glyphs into wood, stone, or other shaped items.
>
> Description: Luminal Etching employs focused beams of light to precisely carve intricate glyphs and runes into various materials such as wood, stone, or other shaped items. This spell allows the Wandsmith to imbue their creations with detailed enchantments and symbols that enhance the artefact’s magical properties.
>
> Notes: The effectiveness of Luminal Etching scales with the caster’s intelligence and wisdom. The light affinity requirement ensures the caster can harness and control the light needed for precise etching, making the spell ideal for creating finely detailed magical artefacts.
Utility: Lesser Banish, Lesser Recall, Whisper, Spectral Voice, Dreamwalking
> Spell: Lesser Banish
>
> Type: Active, Banishment
>
> Characteristic Requirements: Wisdom: ≥15, Intelligence: ≥15, Will: ≥40
>
> Other Requirements: Light or Order affinity
>
> Effects: Banishes creatures of a lower rank back to their original realm of existence.
>
> Description: Lesser Banish is a spell designed to expel lower-ranked creatures back to their native realms. This spell is particularly effective against summoned entities or creatures that have crossed into the mortal plane. By invoking this banishment, the caster can quickly remove threats and restore order to the battlefield. Upon failure of banishment, this spell can also inflict damage and debilitating effects against Infernal and Celestial creatures while not on their plane of origin.
>
> Notes: The success of Lesser Banish depends on the caster’s wisdom and Will, as well as the relative rank of the target creature. The spell is most effective against lower-ranked entities and may struggle against beings of higher ranks.
> Spell: Lesser Recall
>
> Type: Active, Utility
>
> Characteristic Requirements: Wisdom: ≥15, Intelligence: ≥15, Will: ≥30
>
> Other Requirements: Bonded affinity
>
> Effects: Instantly recalls a bond to your location and pays back the mana cost over time. Recalling cannot be done again until the mana cost is fully repaid. Bond allies must be in the same realm and timeframe of existence.
>
> Description: Lesser Recall provides a swift and reliable means of regrouping, allowing the caster to instantly bring bonded allies to their side. This spell is especially useful in emergencies, ensuring that separated team members can be quickly reunited. The mana cost is repaid over time, making it an option for emergency support. However, the caster must manage their mana resources carefully, as repeated use is restricted until the previous cost is covered.
>
> Notes: The effectiveness and speed of Lesser Recall are influenced by the caster’s will and intelligence. It is crucial to ensure all bonded allies are within the same realm and timeframe for successful recall.
> Spell: Whisper
>
> Type: Active, Communication
>
> Characteristic Requirements: Wisdom: ≥10, Intelligence: ≥10, Will: ≥20
>
> Other Requirements: Bondweaver or Bonded
>
> Effects: Allows the caster to communicate with any bonded ally across any distance, regardless of the demiplane. Communication is one-way and occurs across fate in the current timeframe of existence.
>
> Description: Whisper enables the caster to send messages to bond, no matter the distance or demiplane. This one-way communication is transmitted across the threads of fate, ensuring that the message reaches its destination instantly.
>
> Notes: The range and clarity of Whisper are influenced by the caster’s wisdom and will. Since communication is one-way, strategic planning is necessary to ensure effective information exchange.
> Spell: Spectral Voice
>
> Type: Active, Communication
>
> Characteristic Requirements: Wisdom: ≥15, Intelligence: ≥15, Will: ≥25
>
> Other Requirements: Dream-related affinity
>
> Effects: Channels mana to project your voice as a spectral presence in the air around you.
>
> Description: Spectral Voice allows the caster to channel mana to project their voice as an ethereal presence in the surrounding air. This spell enables communication in a ghostly, otherworldly manner, ideal for creating an atmosphere of mystery, ventriloquism and moments where you are unable to physically vocalise, or for communicating discreetly. The spectral voice can be heard clearly by those nearby, making it useful for issuing commands, delivering messages, or unsettling opponents.
>
> Notes: The clarity and range of the Spectral Voice are influenced by the caster’s wisdom and will. The effectiveness of the spell is enhanced by a strong affinity with dream-related magic, allowing for more precise and impactful vocal projection.
> Spell: Dreamwalking
>
> Type: Active, Mind, Dream
>
> Characteristic Requirements: Wisdom: ≥10, Spirit: ≥10, Will: ≥90
>
> Other Requirements: Dream-aspected affinity, Lucid Dreaming
>
> Effects: Enables the user to enter, navigate, and interact with the dreams of others, or pull others into their own dreamscapes.
>
> Description: Dreamwalking allows the user to transcend the boundaries of their subconscious and enter the dreams of others. This spell not only enables the caster to navigate these dreamscapes but also to interact with them or their denizens, potentially influencing the course of the dream, the target's mental state, gathering information, or facilitating extraplanar communication.
>
> Notes: Dreamwalking requires the user to enter a state of sleep or deep meditation before activating the ability via their subconscious, though advanced practitioners may accomplish this through waking dreams. The user's consciousness then transcends their mind, journeying into the dreamscape of another. This process demands moderate levels of wisdom and spirit, and high levels of will, as it involves navigating the complex and often unpredictable astral demiplane. The ability to interact within the dream is contingent upon the user's skill and the target's mental defences. While Dreamwalking offers profound insights and unique interaction capabilities, it also poses risks such as getting lost within the dreamscape, encountering countermeasures by experienced Awakened, or encountering ancient entities in the spaces between dreams. Mastery of Lucid Dreaming and an advanced understanding of Astral Projection are essential to mitigate these risks.
Ability Descriptions
> Ability: Split Mind
>
> Type: Passive, Mentalism, Transmutation
>
> Characteristic Requirements: Dexterity: ≥20, Perception: ≥40, Intelligence: ≥20, Will: ≥100
>
> Other Requirements:
>
> Effects: Enables concentration on multiple tasks, with an intelligence multiplier based on the number of Split Minds
>
> Description: The Split Mind spell is a passive ability that fundamentally alters the cognitive functioning of its user. It allows the caster to divide their mental focus a specific number of times, a change that is permanent and irreversible. This division increases the intelligence characteristic by a multiple of the times the user splits their mind. Furthermore, this enables the user to concentrate on several tasks simultaneously, a capability that proves invaluable in situations demanding multitasking or rapid attention shifts.
>
> Notes: Once activated, the user's mind undergoes a permanent transformation, with their consciousness being split a set number of times. This division facilitates the handling of multiple tasks concurrently. However, this comes with a significant trade-off: a 10% drop in reaction times for each additional task managed. This decrease in dexterity is indicative of the cognitive load and the divided attention necessary to maintain multiple focuses. The spell requires high levels of dexterity, perception, intelligence, and will, necessitating the user to finely adjust their mental faculties to cope with the complexities of a divided consciousness. Despite the reduction in dexterity per additional task, Split Mind remains a formidable tool for those who meet its stringent requirements and is invaluable for spell casters and crafters of all types.
> Ability: Vision of the Progenitor
>
> Type: Active, Perception
>
> Characteristic Requirements: Perception: ≥85, Will: ≥80
>
> Other Requirements: Unknown, Unique
>
> Effects: Grants the ability to perceive and interact with the essences of Lifeforce, Vitality, Soul, Aether, and Mana, seamlessly blending perception across physical and metaphysical realms.
>
> Description: Vision of the Progenitor is a Transcendent Rank perception ability, unique to the Library of Fates. It merges the highest forms of sensory and mystical insight, allowing the user to view the essence of souls, the flow of life forces, the intricate decompositions of aether, the harmonic interactions of Mana, along with hints of other Paracausal energies of Fate. Users can see the convergence of these energies within beings and objects, understanding their interplay in an almost preternatural manner. It offers a comprehensive view that transcends mere sight, providing profound insight into the very fabric of existence, including realms that may exist beyond the reaches of Fate.
>
> Notes: Upon activation, Vision of the Progenitor enables the user to gain insight and comprehension of observed effects —to which they have an affinity —at an accelerated rate. This ability also consumes and assimilates new or preexisting perception-related abilities or spells, morphing to incorporate aspects from the ability destroyed. Scaling with the user's perception characteristics, this ability not only allows for the detection of hidden life forces and soul conditions but also grants insights into the manipulation of these energies, suggesting possibilities of creation and alteration extending well beyond the divine. The power to perceive such fundamental forces carries a grave responsibility, as the knowledge gained could reveal the vulnerabilities and strengths of both living and non-living entities. Ultimate mastery of Vision of the Progenitor may lead to unparalleled power over life and death, creation and destruction, potentially reshaping the structure of reality itself if wielded without restraint. Consequently, the inception of Vision of the Progenitor heralds the dawn of the Age of Blindness, its ominous potential outshining and permanently diminishing the strength of long-term divination forecasts across all demiplanes, serving as a lasting reminder of the vastness of Fate, and the unfathomable potential of Irregulars on the Path.
> Ability: Reach of the Progenitor
>
> Type: Active, Aethermancy,
>
> Characteristic Requirements: Domain: ≥1, Intelligence: ≥80
>
> Other Requirements: Unknown, Unique
>
> Effects: Grants the user the ability to use the Aether-Warped spell Arcane Hands without mana cost. Reach, precision and strength are determined by the user's domain.
>
> Description: Reach of the Progenitor is an Irregular Rank ability, unique to the Library of Fates. Initially known as Arcane Hands, this ability was aether-warped during the battle for Briar Queen Harriet the First's ascension to High Queen. It was later refined and crystallised by the Crucible, becoming inextricably linked to the user's Aetheric Heart during awakening.
>
> Reach of the Progenitor allows the user to manipulate physical as well paracausal energies including Aether, extending their reach far beyond the limitations of the original spell, and can not be disrupted by normal means. These arcane hands can interact with Lifeforce, Aether, and Mana, providing unparalleled versatility in both combat and utility. As a creation of true Aethermancy, this ability no longer relies on mana, making it an inexhaustible extension of the user's will.
> Ability: Aura of the Progenitor
>
> Type: Active, Aethermancy, Aura
>
> Characteristic Requirements: Aura ≥85,
>
> Other Requirements: Unknown, Unique
>
> Effects: Negates the effects of weaker hostile auras, area-of-effect curses, and lifeforce-stealing effects. Projects a subconscious field effect that is beneficial to all allies in range. Within close range, Aura of the Progenitor becomes a tangible force capable of deflecting weaker attacks, hostile grace, aether, and lesser essences.
>
> Description: Once known as the Aura of Amplification, this ability was damaged during the attack against Eltitus. It subsequently underwent aether-warping during its attempted use in the battle for Harriet's ascension to High Queen. Later, it was refined, crystallising under the winds of the Crucible, and ultimately connected to the user's Aetheric Heart. This transformation converted the aura into a form of true Aethermancy, amplifying the user's presence to subconsciously influence Grace, Aether, ambient Mana, and lesser essences.
Name:
Ori Suba
Titles:
**Shrouded** (Minor Soulcraft by the Herald of the Bondweaver)
Accolades:
Titled: Bondweaver (Unique)
Titled: Duælist (Unique)
Titled: Progenitor (Unique)
Titled: Astral Adept (Legendary)
Blessing of a Prime Dragon (Legendary)
Guest of the Library of Fates (Legendary)
Mortal Journeyman White Mage (Legendary)
Mortal four-fold unification: Domain (Legendary)
Titled: Hlēo’þorbēon Undantēon (Legendary)
High Demon Bane (Very Rare)
Mortal two-fold unification: Polydexterity (Very Rare)
Mortal High Enchanter (Very Rare)
Quintarch (Very Rare)
Titled: Summoned Hero (Very Rare)
Royal Consort (Rare)
Titled: Saviour of Astor (Rare)
Age:
Adult (23 Sols)
Race:
High Human* (variant pending)
Rank:
Awakened* (Irregular)
Level:
1
Peritia:
817,359,664
/20,000 (to next level)
/1,310,463 (to next characteristic point)
/1,100,000,000 (to next evolution)
Classes and Spell Constellations
White Mage (Journeyman)
Wandsmith (High)
Duælist (Entity)
Bondweaver (Entity)
1/5/10
1/7/10
1/6/10
1/2/10
Core (5/4+1)
- Channel Lightning
- Light Shield
- Duælist’s Weave
- Echo Forging
- Channel Restoration
Inner (19/20)
- Beacon of Regeneration
- Call Lightning
- Chain Lightning
- Channel Dispel
- Cure Wounds
- Death Ward
- Dreamwalking
- Greater Stun
- Lesser Echo Print
- Lesser Life Spark
- Lesser Recall
- Luminal Etching
- Mind over Mind
- Mind over Motion
- Mirror Protection
- Moonbeam
- Purifying Light
- Radiant Weapon
- Whisper
Outer (7/40)
- Lesser Banish
- Light Orb
- Spectral Voice
- Silvan Whittling
- Sina’lithilien
- Spirit Lathe
- Taurna’dieh
Skills and Abilities:
Domain
Pseudo-Domain (Envelop, Blade)
Split Mind
Summon Artefact (Seraphine’s Beacon, Flenser, Dreamwalkers’ Ward)
Summon Familiar (Lysara, Freya)
Progenitor (Vision of the Progenitor, Reach of the Progenitor, Aura of the Progenitor)
Bondweave (Taurna’diem, Familiar)
Aethermancy (Devour Rift, Luinilthar bloodline ability)
Boon: One Thousand Tongues of the Greater Succubus: (547 out of 1000 languages remaining)
Will of the High Human
Characteristics:
Dexterity:
Unified (308)
Domain:
45
Intelligence:
171
Perception:
Unified (4,788)
Polydexterity:
31 (30.8)
Presence:
Unified (4,479)
Spirit
Unified (4,479)
Strength
14
Toughness
10
Vitality
11
Will
Unified* (8,959)
Wisdom
48
Statistics:
Aetheric Capacity:
2/3
Soul Capacity:
65/650
Mana Capacity:
9
Mana per second:
52
Breath Capacity:
6
Breath per Hour:
3
Grace:
0 (138)
Lifeforce Capacity:
100 (216)
Lifeforce per day:
41
Domain Radius:
448 yards
Inherent Affinity:
* Cosmic - Transcendent - Integration (3rd)
* Flux - Irregular - Integration (3rd)
*
* Wands - Sovereign - Threshold (1st)
* Duælism - Irregular - Threshold (1st)
* Soulcraft - Irregular - Immersion (2nd)
Attained Affinities:
(name - rank - comprehension level)
- Abyssal - Primordial - Immersion (2nd)
- Aether - Primordial - Immersion (2nd)
- Astral - Primordial - Immersion (2nd)
- Celestial - Primordial - Immersion (2nd)
- Fate - Irregular - Threshold (1st)
- Freedom - Irregular - Threshold (1st)
- Mana - Primordial - Immersion (2nd)
- Material - Primordial - Immersion (2nd)
- Modern Warfare - Irregular - Threshold (1st)
- Quintessence - Transcendent - Immersion (2nd)
- Void - Primordial - Immersion (2nd)
Traits:
Bondweaver
High Human
Duælist
Attack as you Defend
Invariant Bonds
Progenitor
Boon: One thousand tongues of the Greater Succubus
Boon: Blessing of the Prime Dragon
High Demon Bane
Wandsmith
White Mage