Aurum Spells

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Each Mage has a few basic concepts available to them as soon as their Aurum is unlocked. These do not need to be applied for, providing you meet the Requirements, and DO NOT count toward your spell slots. All the other lists however, do.

Base Spells

Spell Name: Arcane Eye

  • Mana: 1
  • Disciplines: N/A
  • Concentration: Low
  • Cast Time: One Turn
  • Spell Duration: Permanent, Until Dispelled
  • Range: Three Meters
  • Spell Effect: The caster is able to see Arcane Elements, their eyes becoming blind to anything that is not inherently magical. The mage during this time cannot see other mages unless they are actively casting a spell or are in possession of passive magic.

Spell Name: Attunement

  • Mana: 0
  • Disciplines: N/A
  • Concentration: High
  • Minimum Cast Time: Three Turns
  • Spell Duration: Instantaneous
  • Range: Three Meters
  • Spell Effect: The caster is able to tether their instrument to their person, making it so that the instrument is bound to their spark and able to be used as a catalyst for their spells. A DM may approve the use of another item during an event for one of the caster's disciplines if they lack a catalyst.

[All catalysts require Lore Approval.]

Name: Create Familiar

  • Mana: 5
  • Disciplines: N/A
  • Concentration: High
  • Cast Time: Three Turns
  • Duration: Permanent
  • Range: Touch
  • Effect: The caster weaves together a creation of mana that is no larger than themselves that they can bind as a familiar. These creatures are not sentient nor do they count as living. The caster may use any of their own disciplines to give the familiar a special appearance, however, this has no bearing on their ability. Familiars are capable of lifting light objects, at most, five pounds (around 2 kgs). Familiars cannot be made of people. People are too complex to make into familiars.

Spell Name: Enchantment

  • Mana: 5
  • Disciplines: N/A
  • Concentration: High
  • Cast Time: Three Turns
  • Spell Duration: Permanent
  • Range: Touch
  • Spell Effect: This spell channels mana into an item, imbuing it with ability of discipline(s) that the caster already possesses. This spell ordinarily requires a sacrifice of one arcamite stone and a glyphic circle to cast, however creating trinket items does not require a glyphic circle, but still requires the arcamite.

[All enchantments require Lore Approval.]

Golemancy

Name: Golemize

  • Mana: 5
  • Disciplines: N/A
  • Concentration: High
  • Cast Time: Three Turns
  • Duration: Permanent
  • Range: Touch
  • Effect: After creating a core with Arcamite, the caster can lay their hands on a golem with said core and use this spell to activate it. Golems can be programmed to follow simple commands such as “run,” “fetch,” and “attack.”, however, lack the intelligence or sentience to follow anything more complex as per Golemancy Rules. This spell may also be used to attach a prosthetic golem limb to a living person without the need of a core, in such cases, the caster will need consent from the target they’re attaching a limb to. Use of this spell counts as enchanting an item.

Spell Name: Disable Construct

  • Mana: 3
  • Disciplines: N/A
  • Concentration: Medium
  • Cast Time: 3 Turns
  • Spell Duration: 3 Turns
  • Range: 5 meters
  • Spell Effect: The caster jolts energy through a construct and temporarily disables its core. It will resume normal function after the duration is completed. Should the construct be attacked, the spell ends prematurely. Constructs without a core, such as limbs or temporary golems, are immune to this spell.

Archmage Spells

Spell Name: Ignition

  • Mana: 5
  • Disciplines: N/A
  • Concentration: High
  • Cast Time: Three Turns
  • Spell Duration: Ten Turns
  • Range: Touch
  • Spell Effect: Casting on the target, this creates a temporary shield around the Aurum of the target. This permits it so that when they touch a leyline with the shield active, they are protected from its power and are kept safe from harm. Not only that, but the target also holds the ability to have their spark lit through this process.

[Spark Ignition requires Lore Approval.]

Spell Name: Sunder

  • Mana: 5
  • Disciplines: N/A
  • Concentration: Multi-High
  • Cast Time: Three Turns
  • Spell Duration: Instant
  • Range: Touch
  • Spell Effect: The target's spark is sundered, rendering it broken and relatively useless. It can be repaired through magical means, but for all intents and purposes renders them unable to cast. This spell takes a great deal of concentration and cannot be casted in active combat. To cast the spell requires an additional Archmage present.


Aurum Types
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