SPELLS
Spellcasting Overview
Spell per Post
Each character can cast one spell they know each post. The level of the spell does not matter. Using magic feels much like jogging; there is no difference between being tired due to casting spells all day and being tired due to running around all day.
Many aspects grant the ability to cast an extra spell per post, albeit with some additional restriction (such as "level 2 or below fire spell").
Passive spells (noted as "Passive") are continual effects that do not take a spell per post to use. Most passive spells simply alter how the some of the caster's other spells work / give new options.
Summons
Each character has 2 "summon slots", each of which can be used to maintain a summon. To give an example, let's say Bill knows the spell "Sunset Blade". He can use his spell per post to summon the blade, and then use one of his summon slots to maintain it. He could then summon a second dagger during his next post and use his remaining summon slot to maintain it. Dismissing a summon can be done at any time. Maintaining non-creature summons takes little effort, and can be done as long as the character is awake without tiring them.
Creature summons, such as using the Shadowcrawler spell to summon a small animal made out of solid darkness, are a little more complicated. Summoning them works the same, but if a creature summon is dismissed or forcefully dispelled (by dealing it a "lethal" blow) the character cannot summon another creature of the same or lower spell level for 3 posts. So if a character's Shadowcrawler is "slain" they could not immediately summon another one. If they were already maintaining a second Shadowcrawler the second one could still be maintained if the other is slain, however. Maintaining creature summons for long periods of time can be a little tiring, like wearing a heavy backpack.
Creature summons are usually just mindless magical constructs, with the only exception among the spells below being the Vital Art "Fairies" spell.
Learning and Buying spells
Each spell costs 40g times its level (so a buying a 1st level spell and a 2nd level spell would cost a total of (40*1)+(40*2) = 120 gold). This cost might represent time spent learning magic instead of making money, tutor costs, etc. Some aspects alter the cost of learning spells (see aspects).
- To learn 2nd level or higher spell a character must know a spell in the same art of the previous level (level 1 Water for level 2 Water, etc).
- To learn a 7th level or higher spell a character must know the lower level spell of the same branch and art. So to learn a 7C Fire Art spell a character must already know the 6C Fire Art spell.
- All player characters can learn level 1-7 spells. Only True Mages (see aspects) can learn all level 8-10 spells. Characters with an Arted aspect like Fire Branded can learn the level 8-10 spells of their aspect's art.
- Only True Mages can learn Primal art spells.
Spells
Umbral
The world is a place of opposites, none more stark than light and dark. Powerful is the one who can manipulate the seen and unseen. Umbral magic is the only tool for someone who wants to control the truth.
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LEVEL 1
Lantern - Summon a floating ball of light before yourself or another that moves with the target, glowing with the intensity of a large candle.
Stash - Quickly bring your hands together twice, fingers interlaced, then bring them apart, weaving a small bag of solid shadows to contain whatever you might need. This bag may contain up to twice the amount it appears to. The bag counts as a summon.
Visage - Manipulate the shadows on your face to trick the eye into misjudging your facial features.
LEVEL 2
Blind - Scatter the light before a target's eyes, blinding them for the briefest of moments.
Lurk - While maintained, any darkness you are in has just enough substance to act like a spider's web, alerting you to vibrations caused by movements through it within 20' of you.
Eclipse Razor - Summon a dagger of solid darkness to your hand, modifier 2. The blade's edge can emit an illuminating halo of light. The dagger can be of any design no larger than 10” from hilt to tip, chosen when you first learn this spell.
LEVEL 3
Blur - Refract the light in a 10' radius around you, making everything indistinct and hazy, even to you.
Paint – Create a two dimensional image on a surface, no more than 4 square feet in area. Incredibly complex images are unlikely to be very convincing. Can go over small cracks and the like.
Shadowcrawler - Shape and animate from your shadow a summoned beast of living, semi-solid darkness, icy and swirling, no larger than a large domestic cat. Fangs, claws, etc. are formed of solid darkness instead (mod 2). Species this beast takes the form of is chosen upon learning.
LEVEL 4
Encloak - By touch you can give a shadow or patch of darkness limited substance, so it will resist and slow anything that passes through it like water. This includes you.
Sunbeam - Release an intense beam of sunlight from your hand. Will cause a painful sunburn on exposed skin. Range is approximately 60'.
Umbral Champion - Your skin and hair lose all trace of colour, your eyes glow like silver lanterns. You're able to hover up to a foot off the ground and are surrounded by a grey aura that slightly refracts light that leaves it, making you appear indistinct to viewers. You cannot cast or maintain other Spells
or summonings as long as you maintain this effect and for a post afterwards.
LEVEL 5
Spectrum – With a snap of your fingers, alter a light source within 100’ to create anything from infrared to ultraviolet light (including any of the visible light colors) for ten posts. This spell does not give you the ability to see infrared/ultraviolet if you can’t already do so.
Pane - Connect two glass, mostly clear crystal, and/or highly reflective solid surfaces you can see, causing non-magical light and your own created light projectiles that pass through one to emerge from the other. This effect lasts for three posts, or indefinitely if both surfaces are summons you are maintaining.
Shadow Net - Bring your hands together then shove them forwards and draw them apart, splaying your fingers. You weave a web of solid tarry darkness that flies forth and briefly ensnares a target before reverting to insubstantial shadows.
LEVEL 6
A. Dawdle- Passive. You may, upon casting, choose to slow down light created/manipulated by your Spells
to any speed, although effects that are not maintained (Like beams) speed up again after a single post (but last an additional post as well). Among other things, dawdling light can aid in stealth, create afterimages, etc.
B. Shadow Arm - Transform one of your arms, from the elbow on into living shadow. For a moment you can shape it into the form of your choice, then it will become solid darkness (modifier 2). When you stop maintaining this spell your arm will revert to its normal composition and shape.
C. Lighten – Reduce the weight of any object or creature, no larger than an elephant, by 50%. The target faintly glows while so effected. You may increase this to 75% if used on yourself or your possessions. Does not stack with itself.
LEVEL 7
A. Corona Drill - Unleash a sustained beam of destructive light from your fingertip or palm. The laser mildly burns on contact; ~8 seconds of sustained exposure will burn a hole through most skin. The beam has an effective range of 210’ and is as wide as the body part unleashing it.
B. Shadowbeast - Shape and animate your shadow into a summoned beast of living, swirling semi-solid darkness, no larger than a panther. Fangs, claws, and other tougher parts are made of solid darkness (mod 2) instead. Species this beast takes the form of is chosen upon learning. This spell takes two summon slots.
C. Twilight Sphere - Create in your hand a ball of warped space that can shine or darken at will. While shining the sphere behaves as though it were intangible light (albeit much slower). While dark the sphere has the density of water and explodes on contact with the force of a Strong punch. The sphere can be launched from your hand at around 80 mph. If it would darken while overlapping something solid, it darkens as soon as it isn’t doing that instead. The ball fades after a post.
LEVEL 8
A. Corona Flare - By motioning towards a target or point in space, intensify all light within 10' of that target to the point of being blindingly bright. The light returns to normal after passing through the sphere (those outside can see in just fine).
B. Shadowform - Momentarily transform yourself into intangible shadow, allowing objects to pass through you. Can only be used once every 6 posts.
C. Looking-Glass - By pointing at a spot in sight, summon an intangible, 3' diameter one-sided mirror at any angle. It can reflect light and your own light projectiles. Furthermore, you may freely will the mirror's reflective side to become utterly black, transforming any non-living light that passes through it into a 40mph wind of misty darkness that lingers for a post.
LEVEL 9
A. Invisibility - Bend the light around you, making you completely vanish from sight. Movement requires small adjustments that leaves a shimmer in the air. This spell is very difficult to maintain while moving quickly, and almost surely disperses if you are struck.
B. Portal - Transform two patches of darkness on any unattended surface you can see within 100’ into rippling portals that teleport anything that moves through them to the other portal. The portals can have a radius of up to 10’ and last for 3 posts. Anything partially through the portals is shoved out one side or the other when the spell ends. While transformed, the patches cannot be illuminated.
C. Depth - Dim and stretch an area (up to 50' in diameter), causing the shadowy space to be partially phased out of existence and made much larger within than without; this doubles the dimensions of any unattended, stationary objects as well as chilling and thinning the air. The doubling effect does not stack with itself. Lasts for 10 posts. When this effect ends, anything that doesn’t fit temporarily phases out of existence and is shoved to the nearest open space within 20’.
LEVEL 10
A. Illusion - Intricately manipulate the light in an area no greater than 30 feet in diameter, creating a false image which you control and that all can see. You have precise control over this image, but it is only visual and cannot produce sound.
B. Abomination - Call forth the darkness of the empty places beneath the earth, intensifying it, causing it to flow forth from the ground within 20’ of you in the form of four 10’ long, 1’ thick tentacles of semi-solid darkness. The tentacles are of Strong strength and about as durable as cheese. This spell takes two summon slots to maintain, and counts as a creature summon. The tendrils can sink back into the earth, re-emerging at the start of your next post from any shadow in sight. Any damage remains, however.
C. Transmission - Momentarily transform yourself into a beam of pure, living light, and fire yourself in any direction. You reform after near-instantly moving 200’, upon hitting a non-reflective/opaque object, or upon reaching a location chosen before firing. Your own umbral spells can effect your lightform as though you were a projectile, but other casters and effects cannot. Can only be used once every 7 posts, and for a few moments after arrival you become a blunt, nearly weightless shadowy mass devoid of sharp edges.
Vital
Life runs through all things in this world and those that touch it. The force that prompts trees grow is the same thing that allows shifters to wear the traits of their spirit kin. Life is everything, who wouldn't want to learn about everything?
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LEVEL 1
Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.
Grow - Rapidly accelerate the growth of a plant or seed by the equivalent of several months.
Home - You can anchor a part of your life force to a single location ever. By casting this spell you will reconnect with that bit of your spirit and sense what is going on in that location.
LEVEL 2
Peer - You are able to see and decipher other people's auras, revealing their emotions.
Share – Share one of your senses with a touched individual. This effect works both ways, and can be disorienting. This effect lasts 5 posts or until you cast this spell again. Pain counts as a sense
Trellis - With a touch, cause vines to erupt from the ground and crawl up the side of a vertical surface, creating a climbable surface.
LEVEL 3
Anchor - Tether a target's life-force to their current location, causing them to feel a psychic pull towards that spot and weakening them the further they move from that location. Only lasts five posts and can only be cast on each target once per encounter.
Weave - Grow from the earth an intertangled mass of leafy vines and other plant life that knit themselves into any sort of simple woven object (A natural-looking mat to hide under, a basket, etc). The object can remain weakly attached to the earth, and lasts about a day if detached.
Vitalize - Animate a small plant (or small area of plant life) under your control, such as a shrub, small bush, single branch or vine. This animation allows slow movement along ground for rooted plants.
LEVEL 4
Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
Clear - Wash away the unnecessary thoughts and emotions from yourself and/or willing targets in contact with you. Thoughts become completely pragmatic, pain transforms from a distraction to a clear message about where your injuries are.
Vital Champion - Reach out with your life force and lure an animal spirit to reside with you temporarily. You take on the form of a shifter (or a different shifter) based on the spirit you lure. You cannot cast or maintain Spells or summonings as long as you maintain this effect or for a post after.
LEVEL 5
Pacify - Lull a target into a deep deep calm. Effect will be broken by acts of aggression against the target.
Interpret - Understand the gist of what a living thing is trying to convey to you, whether they be a crying baby, mewling cat, or thirsty shrub.
Nurture - With a touch, rapidly heal a living plant and/or repair a damaged or disabled item made of plant materials. Magic items are instantly repaired, repairing non-magical items takes time and focus and is best done out of battle. The same living plant can only be healed in this way for 2 consecutive posts.
LEVEL 6
A. Plant - Summon a tree, bush, or other plant that quickly grows from whatever unattended surface you point at. The plant will take root if possible. Larger plants grow at a rate of 10’ per post (Max 30’). Smaller / Less potent plants (not trees) are summoned in groups of 4 as a single summon. Choose type of plant upon learning this spell, part of that plant must be ingested while learning. Counts as a creature summon.
B. Expelling Wave - By forcefully outstretching of your hand(s), unleash a wave of spiritual energy that pushes all living things in front of your hand(s), within 15', with the force of a Strong shove. This spell more strongly effects otherworldly beings, pushing with the force of a Very Strong (e.g. Elves, Shifters), Mighty (e.g. Half-Fey), or Prodigious shove (e.g. Full Fey).
C. Reject - Partially phase your existence away from your surroundings for a few moments, converting blows both dealt and taken to phantom pain. Your phased form naturally pushes away from solid overlapping objects, making it difficult for deep overlaps to occur. Usable once every four posts.
LEVEL 7
A. Vivify - Animate a large plant, such as a hedge or tree, or up to four smaller plants under your control. This animation allows for slow movement along the ground for rooted plants. Plants controlled this way are Strong, but slow. Usable twice every 5 posts.
B. Commune - Forge a spiritual link with a touched subject that allows the two of you to freely share memories, emotions, etc (does not force sharing). The link can be maintained as if it were a summon.
C. Fairies - Summon a mass of spiritual energy that can solidify to take the form of a trio of dream sprites. Unlike other summons, one or more of the false sprites can have personalities and memories that persist across summonings. Only one trio can be summoned at a time.
LEVEL 8
A. Symbiotic Armor - Passive. Whenever you cast Plant you may choose to instead cover yourself in a thick suit of armor made from the chosen plant. You can choose to summon only a subset of the armament. If the plant is toxic, the armor grants immunity to that poison. Design the full suit when learning this spell and whenever you learn a new instance of Plant. Counts as a creature summon.
B. Harmonize - Reach out with your spirit to sense the precise location, nature (plant, dog, human, etc), condition, and general emotional state of any living things within 100' that aren't trying to hide / deceive you.
C. Restore - Weave vital energies into an area by running your hands back and forth around it. Revert a body part to its natural state, undoing recent damage, injury or alteration.
LEVEL 9
A. Crossbreed - Choose a species of plant when learning this spell. You may add any of the traits of this plant to any nearby plant or touched object made of plant materials. Does not effect objects held by others. Part of plant must be ingested while learning. This effect lasts for 10 posts, or 4 posts if the chosen species is magical..
B. Bind - Passive. The bond formed by your Commune spell connects your lives as well as your spirits. Neither can die while the other lives, and all pain is shared between you. If one of you is fatally wounded the link is severed after two posts (even if you are later healed) and cannot be reformed for one post after ending.
C. Accept - Passive. While not benefiting from Reject/Unstuck, you may physically interact with whatever you can perceive (e.g. walk on illusions, punch the intangible, etc) as though it were solid. Does not give things other powers or capabilities regardless of your belief in them (illusions can't be moved, hallucinations can't grant wishes, etc).
LEVEL 10
A. Verdant Realm - Connect your spirit with all non-sapient plants within 100’. You can share the senses of these plants. Furthermore, you may have your vital art spells originate from any plant effected this way, and may have those spells treat the plant as though it were you (self-only effects, whether or not you’re touching a target, etc). This effect can be maintained by using a summon slot.
B. Savior - Passive. While using Commune, you may choose to share more than you are receiving. This ends the link, and leaves you extremely weak and weary, but fully heals and invigorates the recipient. You cannot cast Spells for five posts after using this effect. Note: Does not cure diseases/poisons/etc but does restore the body to an unravaged state
C. Unstuck - Passive. When you use the Reject spell you can become a cloud of possibilities, your existence expending and retracting in an instant to effectively teleport yourself up to 30’ in any direction. If you do, you gain the benefits from the Reject spell (whether you want to or not) until the end of your next post instead of for a few moments, and anyone within the 30ft instinctively feels the general direction you traveled.
Body
When looking for a canvas upon which to work their magical arts, some find the power is strongest when directly manipulating themselves or others. Whether body magic creates natural improvements and alterations or a source of abject horror is really a matter of perspective.
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When a body spell ends, the target's body attempts to regain its original shape/form. For example, if Midshift was used to make your arm malleable enough to be twisted into an unusual shape the limb would rapidly attempt to regain its normal shape - with great force - once the spell ends (Or be severely injured if it is rendered incapable of doing so).
EXCEPTIONS: Decompose, Assimilate, Scavenge, Outpatient
LEVEL 1
Center - Passive. Strengthen your body's core muscles and shift your center of gravity, allowing you to keep your balance in most situations.
Itch - Target experiences strong, persistent and annoying itchiness.
Slash - Thicken and elongate some/all of your nails into talon-like claws.
LEVEL 2
Feel - Boost your body's physical sensitivity, enhancing your sense of touch.
Mask - Exert your will over the musculature and bone structure of your face, altering your facial appearance as you wish.
Numb - Cause a target to reduce blood flow to their extremities, soothing surface pain and bleeding but also reducing manual dexterity.
LEVEL 3
Harden - Thicken and toughen your skin into a leathery armor, rendering you resistant to slashes and burns.
Palm - Shapeshift the flesh of your hand to absorb an object you, and you alone, are holding into it, either hiding it or merging with it. This does not change the shape of the item, so its shape and size may inhibit your ability to hide or merge with it. Effect lasts for two posts if not maintained.
Weaken - Command a target's blood to avoid their muscles, lowering their strength and causing them to ache. Can only be used once on a person at any given time.
LEVEL 4
Dye - Change the coloration of your skin, eyes, and/or hair.
Suppress - Through striking a part of a person's body in melee, you can partially paralyze that body part for a post. This can slow limbs, cause shortness of breath, etc.
Arena Champion - You become a foot taller and more muscular. Your strength increases by a level and injuries that would take hours to heal seal up in minutes. You cannot cast or maintain Spells
or summonings as long as you maintain this effect or for a post after.
LEVEL 5
Actor - Passive. Your Mask, Palm, and Dye spells can now be used on any part of your body, and you can use your summon slots to maintain their effects without using your spell per post.
Leap - Augment the musculature of your legs to give yourself the ability to jump superhuman heights and distances.
Cardio - Passive. Your magic augments your circulatory system, boosting your endurance and reducing the effects of blood loss.
LEVEL 6
A. Guise - With a thought, thicken, shape, and otherwise alter your flesh/hair to mimic the appearance of clothing and/or seal wounds. Such "clothing" can be as durable as leather. This effect can be maintained as though it were a summon.
B. Artist - Passive. You can cast non-passive body spells that only effect yourself on any touched creatures. Such effects end after a post (even if they would normally last longer) unless the target is willing.
C. Carbonize - Temporarily will a cubic foot of your skin, bone, and/or cartilage to become vastly tougher and darker in color. This increases its material modifier by 3 but also renders it stiff and inflexible.
LEVEL 7
A. Size - Change your size (height, width, etc) by as much as 50%, altering your internal structure accordingly. You can choose to only alter a single body part this way. Effects worn objects because it just does. If the change is less that 11% you may maintain this spell as a summon.
B. Outpatient - Sense, with great precision, the current state of your or a touched target’s bones, internal organs, etc. With focus, you can set bones, re-connect torn muscles, etc. The target’s body will resist any operation that will cause it harm unless they are willing. Can only be used for simple procedures without medical know-how, body parts repaired this way still need time to fully recover.
C. Assimilate - Passive. Even if you do not know the names, you can sense various chemicals and minerals that compose your own body. You may extract what your body needs from the environment, drawing water from the air, minerals from the earth and vital amino acids from unattended organic matter. With two hours of focus, you may permanently consume an unattended rare or magical material to grant you a mod-determined ability. Whenever you eat a new material, you may choose to replace your previous ability with the new one or discard the new ability.
LEVEL 8
A. Midshift - Hold your entire body in a transitional state, making yourself as soft and flexible as wet clay. Blunt force stretches your body instead of damaging it (to a point). Usable twice every seven posts.
B. Desecrate - Passive. Your body spells can effect corpses and other piles of organic material as though they were living creatures. They always count as willing.
C. Decompose - Break down up to 30 cubic feet of deceased/non-living organic matter into it’s component elements, reducing it to sorted piles with a moment of focus. Alternately, if you know what you’re looking for you can just extract that (such as trace amounts of iron from blood).
LEVEL 9
A. Shapeshifter – Passive. You gain two additional summon slots that can only be used to maintain Guise, Size, Dye, Mask, Palm, and/or Slash. Furthermore, whenever you cast one of those spells you may cast a different one of them without it counting towards your spells per posts.
B. Puppeteer - Seize control of a completely mindless or unconscious creature, no larger than a bear, controlling it as a lumbering summon that must be directed by your own movements. Incomplete bodies can use magic in place of muscles, moving with below average strength. A conscious creature can willingly give you control over their body, but can’t free themselves thereafter. Conscious puppets can move normally while still willing. Sleeping is insufficiently “unconscious”.
C. Scavenge - Greatly enhance the effects of Assimilate, allowing you to swiftly absorb the bodies of the dead to repair yourself, breath water like a fish, etc. Doesn't effect ability acquisition.
LEVEL 10
A. Complexity - Temporarily grow one or two additional limbs or some other organ. Choose the type of limb or organ when learning this spell. Exact restrictions differ from type to type. Wings allow for gliding. Organs can usually be maintained as a summon, and Limbs can usually be maintained as a creature summon that takes two summon slots. Organs might involve transformation instead of addition.
B. Reap - Passive. Whenever a creature dies with 30’ of you, you may use Puppeteer to seize control of the body without it counting towards your spells per post (it still uses a summon slot). Furthermore, by using a spell per post you can temporarily enhance a puppet, allowing them to act normally when directed by your motions.
C. Monstrosity - You can fuse your body with any non-living/deceased, unattended organic material, temporarily controlling it as though it were a proper part of yourself. You cannot more than triple your mass in this way. The added part(s) cease functioning and completely fall apart as per the Decompose spell at end of encounter. Can be maintained as a summon.
Fire
Some would consider fire the greatest of society's tools, a powerful force of creation and destruction that fans forge and wildfire alike. To wield this art is to grab the reins of this mighty tool, to wield a power unlike any other.
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The caster of a fire spell is not effected by the heat or flames of their own fire magic - although they can be effected by any fires those flames start.
LEVEL 1
Ignite - Snap your finger to cause a very small intense burst of heat in a spot you are looking at. Can be used to start a small fire if used on highly flammable materials.
Warm - Slightly stoke the heat of a target, warming an object or making a cold person feel warm or an already warm person feel discomfort.
Char - Release a small burst of red hot cinders from your hand.
LEVEL 2
Fireball - Summon into your hand a semi-solid ball of flame that can be thrown. On impact it explodes with the force of an average punch.
Snuff - Disrupt an existing non-magical flame. Can extinguish smaller fires and weaken larger ones.
Firework - Launch from your fingertips into the air several small smoldering embers that explode in a beautiful display of pyrotechnics and a shower of sparks.
LEVEL 3
Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal over time.
Searing Grasp - Rapidly heat your hands, burning whatever they are touching.
Fire-Axe - Summon to your hand an axe of solid flame. Decide the design of the axe when first learning this spell, maximum length of 2' from hilt to axe head.
LEVEL 4
Volcanic Champion - Your head and hands burst aflame, as do your weapons. Your footfalls leave the ground behind you super-heated and either fused or smoldering. You cannot cast or maintain other Spells
or summonings as long as you maintain this effect and for a post afterwards.
Endure - Passive. Your body can tolerate extreme heat far longer than other creatures, and you can safely breathe carbon monoxide and other toxic gasses for short periods of time (a few minutes).
Firetrail - Enrobe your feet with liquid fire. Leaves a fire trail along the ground as you walk or run and through the air as you jump or kick.
LEVEL 5
Wrecking Ball - Passive. Whenever you summon a fireball you can have a trailing semi-solid strand of flame wrap around your arm like a weak chain. You can stretch or contract this strand at will (up to 15'), allowing you to wield your fireballs like flails. The strand disperses if the ball explodes.
Unchained Heat - Channel your fire magics into any object that is looped, locked, tied or wrapped around you until they burn away, melt or break. Can take a long time. Magical items will begin to mend as soon as you are free.
Summon Fire Aspect - Summon a small wildcat made of living flame. A 'lethal' blow disperses the flame. The wildcat can create and maintain a single copy of itself from any suitably large non-magical flame.
LEVEL 6
A. Flamethrow - Release from one of your hands or your mouth a jet of fire, reaching out a maximum of 5'.
B. Pyrosis - Draw the heat from a target in sight, rapidly cooling and possibly freezing it. This heat becomes focused in your palm in the form of an mostly insubstantal ball of fire whose size is relative to the heat absorbed this way. The sphere can then be propelled towards a target at 60mph, hitting with the force of a strong shove. The sphere fades after a post or after hitting a large solid object.
C. Smokescreen - Passive. You can control how much smoke is generated by your magically generated flames. Anything from virtually none to choking smog is possible. Smoke lingers for one post. Smokey flames are much cooler than regular flames.
LEVEL 7
A. Jet - Release explosive bursts of flame from your feet, launching yourself in whatever direction you aim your feet. You may extend this effect to your hands as well for sustained, stable flight.
B. Thermal - You exchange your normal vision to instead gain the ability to sense heat within 100' of you with incredible accuracy, effectively giving you short-range thermal vision.
C. Pyroclasm - Throw wide your arms, throw back your head, and cry out to release a massive fire blast the shape and size of your body that hits with the force of a strong full body tackle.
LEVEL 8
A. Cascading Fire- With the snap of your fingers, create a snaking rope of blue-white flame that flows as you desire from your hand to a spot you can see. Once it reaches its target, or is interrupted by a solid obstacle, its tip detonates in a small burn-inducing explosion with the strength of a strong punch.
B. Internal Forge - Pull in the heat and non-magical flame that surrounds you, speeding up your healing process like a continual Heal spell and increasing your strength by one level. This spell can only be cast in unusually hot surroundings, but you can consume heat created by your own spells.
C. Phoenix Flame- Summon an eagle-sized phoenix of living flame to do your bidding. The phoenix can explode with the force of an average, fiery punch in an instant, reforming at the beginning of your next post.
LEVEL 9
A. Enfuego - Engulf yourself in flames that do not harm you nor your possessions. If you know the Firetrail spell you may also choose to leave flames in your wake wherever you go and throw off liquid fire with your every movement.
B. Redistribute - Partially redistribute the heat of all unattended, non-living objects and elements in a 10’ radius area, potentially freezing objects and igniting others. The power of this spell is greatly effected by ambient temperature and heat sources / heat sinks within the area of effect.
C. Heart Fire - Passive. You may infuse a bit of your will into any flames you create or summon, manifesting as a faint flicking violet within. Such flames and fires started by them become capable of making slight motions and burning in specific directions; they will attempt to avoid who you want you to avoid, burn towards those you consider your foes, and if explosive can delay going off for one second. Effect lasts until end of encounter.
LEVEL 10
A. Meteor Shower - Passive. Whenever you cast Cascading Fire you may have the flowing flame split into as many as four different "ropes". The force of the explosions decrease by one strength level for each additional rope, but their intense heat remains the same.
B. Infernal Realm - Cause continual waves of heat to emanate from your body, heating everything within 100' of you; this exhausts those exposed for it too long and causes the air to ripple and distort. You can use a summon slot to maintain this effect.
C. Vulcan - Passive. You may increase the size/area of any fire you summon or create by 50%. Explosions created by your fire spells are a level of strength stronger (Strong - > Very Strong) unless you desire otherwise.
Water
Tremble before those who wield the power of the waves. Huddle for warmth beneath frozen skies. Stumble sheepishly though blinding fogs and mists. Or don't. Master that which fills you, that which rains from the sky and sustains all that lives on this world. Let the one to be feared be you.
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Water and ice created/formed/modified by your spells does not need to be maintained unless the spell specifically counts as a summon, although such creations/modified materials can evaporate / melt normally. Mist disperses if not maintained as normal, as do chilling effects and the like.
LEVEL 1
Filter - Wave your hand over up to a gallon of water to remove any minor impurities from it.
Dehydrate - Remove much of the water from up to 10 cubic feet of air or a single non-living organic object that is no larger than 3 cubic feet in volume. This dries the air / dries out the object. If successful, the removed water condenses into a tiny ball of water at a location within sight.
Scour- Generate a thin film of very rapidly moving water over your hand. That film will scour and scrub anything your hand touches.
LEVEL 2
Scent - Cause the moisture in the air around you to coalesce, enhancing any odors you encounter.
Soak - Draw moisture from the air to soak a target in water.
Shards - Draw the water from the air around you and freeze it to form a trio of ice shards that can be thrown like blades.
LEVEL 3
Diffusion - Passive. By inhaling water, you can break it down inside your body, allowing you to breathe under water. Side-effect is the exhalation of hydrogen.
Flow - Passive. You can control and shape up to a gallon of liquid water/ gallon's worth of mist/snow at a time as though it were an extension of yourself. Control is limited to sight and guided by hand and arm movements.
Transmute - Transform up to five gallons of liquid into a mist cloud, turning consumable fluids into inhalants and making flammable liquids more volatile.
LEVEL 4
Freeze - Freeze up to a gallon's worth of water, making it cold or solid. Solid ice created within 1' of another sapient creature is incredibly fragile and breaks easily. Limited to sight.
Seabed Champion - Your skin becomes pale and blue-tinted, your hair becomes lank and wet, giving you the appearance of the drowned. You do not need oxygen and your flesh, flowing like water, quickly recovers from any slashing or cutting attack. You cannot cast or maintain other Spells
or summonings as long as you maintain this effect and for a post afterwards.
Gush - Stomp your foot to cause a spring of water to erupt from the ground in a nearby spot of your choosing with the force of an average strength punch. Lasts for a few seconds, generating several gallons of water.
LEVEL 5
Cold Craft - Summon onto your body / into your grip a piece of armor, weapon, or other object made out of hardened ice (mod 2). This ice is painfully cold to others, but not you. Choose and design three items when learning this spell.
Fog - Summon a dense, 50' radius sphere of stiffing fog that moves with you.
Riptide - Exert influence over all liquid water and/or mist/snow within a 10' radius sphere for a single, powerful motion as directed by your arm movements (e.g. parting a lake). The controlled water moves with the Mighty strength. Ice, moist objects, and living things are pushed with weak strength. Usable once every three posts.
LEVEL 6
A. Snow Bank - With a stomp, spread a thin patch of snow across the ground in front of you. A straight, 6" thick wall of packed snow slightly taller and wider than yourself rapidly rises from the tip of the patch. The patch can be between 6" and 6' long, but cannot spread within 1' of another sapient creature.
B. Hydrosense - Bodies of open water, snow, and/or dense fog within 100 feet of you become an extension of yourself; you feel movement on and through the water/fog/snow as it if it were your own body.
C. Thermostat - Passive. You can control the initial temperature of the water formed/created by your spells, making it very cold or scalding hot.
LEVEL 7
A. Glacial Path - Cause a patch of ice, slightly wider than you are and up to 40ft long, to spread out from where one of your feet touch a surface. The ice's spread follows a path of your choosing, can run along walls and even ceilings, and can have segments as thick as 2' allowing you to form angled ramps and the like. The ice powerfully sticks to unattended objects and surfaces. Ice that forms within 1' of other creatures is extremely fragile.
B. Purify - Create a purified mist in a tight aura around yourself that will osmose any poisons or potions out of yourself or others you touch.
C. Rehydrate - Passive. Water formed/created or controlled by your magic can soak through and into things with increased ease. Even completely desiccated materials can be rapidly over-saturated.
LEVEL 8
A. Rink - Passive. Ice naturally aids you, becoming sleek or sticky beneath your feet as needed. This allows you to quickly traverse icy floors and run across icy walls/ceilings (but not stand still on them).
B. Acerbize - Lower the pH of up to a gallon of water / gallon’s worth of mist/snow to make it more acidic. It now burns organic material and eats at the inorganic. Limited to sight. Water/mist farther than a yard from your body at time of casting is merely uncomfortable.
C. Viscosity - Passive. You may choose to have water formed/created by your Spells
be more or less viscous than normal, making it incredibly slippery or thick like honey.
LEVEL 9
A. Rime - With a dramatic motion, unleash an obscuring 50' blast of soft snow in any or all directions that coats everything it hits with a very thin layer of icy frost. Any frost that hits an unattended object or surface further hardens into a thin layer of ice.
B. Delve - While maintained, you can move through mists and clouds as if they were water.
C. Torrent - Passive. Your gush spell, if you know it, can create up to three such springs, the force of which are increased to strong, and which can be angled and aimed at the same or different targets. Your soak spell, if you know it, can effect up to three targets per casting.
LEVEL 10
A. Arctic Realm- Unleash waves of cold from your body that chill the air and far more powerfully chill ice and snow within 60', giving them resistance to fire and heat. Furthermore, with each post of exposure the snow grows harder, becoming ice after two posts, and the chilled ice becomes increasingly damaging, maximum of powerfully "burning" flesh like dry ice after two posts. Ice empowered in this way does not harm you. Finally, you may maintain this spell by using a summon slot.
B. Flood - Passive. Your water spells
that specifically effect gallon(s) of liquid / gallon(s)’ worth of mist/snow can effect twice as much liquid/mist/snow as before. You may also use up to one of your summon slots to maintain any water spell that can be maintained (such as purify).
C. Deluge - Call down a deluge of water from the sky, soaking everything in a 50' radius of you and flooding the ground with several inches of water.
Storm
From quiet whispers to deafening thunderclaps, the chaotic power of storms is hard to deny. Those that harness its power find themselves filled with a force that promotes change and movement. Its also got a bit of a spark.
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LEVEL 1
Spark - Release a small arc of your bodily electricity from your fingertip. It’s enough to startle and cause brief pain, as well at ignite highly flammable materials.
Drift - Thicken the air beneath you just enough that if you are falling it slows your decent and allows for a soft landing.
Whisper - While speaking in a whisper, you can manipulate the air to carry it to the ear of anyone within your sight.
LEVEL 2
Channel - Aid electricity in passing though you, granting you protection from electrical charges and allowing you to redirect the blast. Usable once every five posts.
Listen - Increase the sensitivity of the air around you, magnifying any sounds you hear.
Deafen - Completely still the air around a target's ears preventing any sound from reaching them. Use will rarely go unnoticed.
LEVEL 3
Charged Grasp - Rapidly vibrate the air around your hands to generate a field of damaging electricity around them. Electricity will channel into any metal weapons you are holding.
Modulate - Manipulate the air coming out of your mouth to alter the sound of your voice, possibly mimicking entirely different sounds. No louder than a lion's roar.
Gust - With a thrust of your palm, channel the air into a gust of wind that will push back your target several feet or stop their forward momentum.
LEVEL 4
Ball Lightning - Form an empty sphere of whirling winds, the size of a softball, in one of your hands. These winds generate an increasingly powerful electrical charge within the sphere. This sphere can be propelled with air pressure, dispersing on impact releasing a blast of electricity. Can be maintained for up to two posts, the size of the blast increasing with each post so spent.
Thunderous Champion - Your skin and weapons crackle with electricity. Your hair is constantly blown upwards by a spiraling updraft that boosts your jumping ability. Your voice is loud and booming. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Blowback - Create a spiraling whirlwind around one of your hands that amplify the force of your next blow by two strength levels (average -> very strong) and spread out the force (turning a punch into a shove). If the hit creature/object is rendered airborn the winds might spin it around for a post as well.
LEVEL 5
Vacuum - Remove the air from a 2' radius sphere, at any location you point at, for a moment. This will leave anyone caught in it breathless and extinguish any flames within. Usable once every other post.
Lull- Still the air around yourself or a target, ensuring they make no sound.
Updraft - Create an upwards wind that will slow your fall and, if you present enough surface area, allow you to drift or even glide.
LEVEL 6
A. Screech - Turn your voice into a weapon, repelling those before you with the force of a strong shove while deafening them.
B. Hurricane Dance - Generate a whirlwind around you that will swiftly move you across the land, lifting off the ground and possibly gliding over sudden drops. The whirlwind spins you in place at great speed in the process. The spell protects you from most of the aftereffects of being spun like this, but some disorientation may occur. Usable once every five posts.
C. Charged Form - Vibrate the air around you rapidly to generate a field of damaging electricity around your entire body. Electricity will channel into any metal touching you and arc to any metal or any person that gets within a foot of you.
LEVEL 7
A. Storm Center- Passive. Your body can safely react to various sonic frequencies, protecting you from loud noises and weakening the effects vibrations have on you. Furthermore, by using a spell per post, you can selectively ignore specific noises in your area.
B. Gale Force - With a thrust of both palms, channel the air into a powerful torrent of wind that will hit your target with the force of a Very Strong full-body tackle.
C. Lighting Rod - Form a glowing, yellow symbol on any unattended object/surface you point at within sight. All electricity you create within 10' of this symbol is pulled towards it, possibly arcing through other creatures/objects in the process. Counts as a summon.
LEVEL 8
A. Thunder - Amplify the sound created by your movements, causing your every punch and swift motion to result is a powerful soundwaves that echo through your foes, crack the ground, and are just generally really loud.
B. Passage - Magically part the air before you as you move, removing any resistance it would cause and enhancing your speed. Parting the air also offers some protection from gaseous attacks and flames you run headlong into.
C. Generator - Form a glowing, electric blue symbol on any unattended object/surface or spot in the open air you point at within sight. This symbol continually generates a powerful electrical charge the painfully shocks any creature that touches it. Counts as a summon.
LEVEL 9
A. Resonance - Amplify and modulate your voice to attune it to the resonance of an inanimate object or area, causing it to vibrate violently and possibly shatter or break.
B. Resistance - Still the winds around you. This causes the surrounding air to increasingly resist movement the closer it is to you, to a maximum of Mighty strength if within 5' of you to a minimum of Weak strength 100' away. Usable once every three posts.
C. Storm System - Passive. You may maintain up to three storm magic symbols (Lighting Rod, Generator, and/or Circuit) using each of your summon slots. You still only create one per casting.
LEVEL 10
A. Herald - Passive. Your mastery of sound is unquestionable - you may cast exactly one of the following spells each post, if you know them, without it counting towards your Spells
per post: Whisper, Modulate, Screech. Furthermore, your voice can now echo much farther than that of ordinary folk.
B. Tempestuous Realm - Passive. Winds created by your storm Spells can originate from any location within 100' of you. You can substitute other, similar, hand/body motions for any of your storm spells, and in fact must do so when they would not make sense (For example, hitting someone from above with Gale Force would be a different two-handed motion).
C. Circuit - Form a glowing, orange symbol on any unattended object/surface or spot in the open air you point at within sight. If you have any lighting rod, generator, or circuit symbols within 20' of this new symbol you may choose one of them to be "connected" to this new symbol. All electricity that reaches the "connected" symbol then travels to the circuit symbol, possibly arcing through other creatures/objects in the process. Electricity that reaches the symbol, but has nowhere to go, is released to arc towards the ground. Counts as a summon.
Earth
Earth is a constant. It is, it has been, it will be. It is the most basic manifestation of stability, endurance and strength. Earth magic allows one to tap into this strength and stability, making the very earth itself work for them. Stand firm and carry on.
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LEVEL 1
Align - Focus on the iron in your body to find magnetic north.
Sandblast - Release a burst of rough, scouring sand from your hand.
Tread - The earth beneath your feet naturally shifts and shapes itself to give you solid, even footing in all the but most extreme terrain.
LEVEL 2
Dirty Trick - With a sharp upwards gesture, cause a handful of dirt, dust and soil to fly up off the ground at a target (such as a foe's face).
Render – Your hands can mold non-magical, non-living stone as if it were clay, and can will parts of it to stick to your hands (protecting them) while this effect is maintained
Ferropathy - While maintained, you gain an awareness of metals within 10' of you and their movements.
LEVEL 3
Stoneshot - Stomp a foot on the ground to cause a chunk of stone or compacted earth to erupt into the air before you. By gesturing in a direction while the stone is in midair you can launch it in that direction. (Stone cannot be more than a foot in diameter, shape chosen on learning, must be blunt)
Stoneblade - Drive your hand into the ground as if it were water and pull out a sword of stone. Maximum length is 4'. Style up to caster on learning. You can only wield one of these at once. This sword will be reabsorbed into the earth on contact.
Dump - By stomping your foot, summon a few inches of loose earth that bursts forth in a small, very weak eruption from the floor within 5' of you (the ground is not actually harmed). Useful for fueling other earth spells.
LEVEL 4
Iron Champion - Your skin becomes the color and sheen of bronze and your eyes pupilless silver. Your weight is increased by half but this does not effect your movements. Damage that would be dealt to you by stone or metal weapons is drastically reduced. You cannot cast or maintain other spells or summonings as long as you maintain this effect and for a post afterwards.
Landscape - Transform a patch of ground 4' in diameter into another form of earth, such as soil, stone, scree, mud, or quicksand. Type chosen upon learning. The ground slowly reverts to its original form over time.
Armor - Clay flows up from the ground around your body and transforms into ceramic armor as hard as stone. The exact form of this armor is chosen upon learning. The armor lasts for 10 posts.
LEVEL 5
Stone Armory - Passive. Your Stoneblade spell can be used to draw any kind of melee weapon from the earth you can carry and your Stoneshot spell creates two projectiles that can be fired at different targets.
Upturn - By gesturing, cause a 5' patch of ground to shake so violently that it buckles and cracks, edges of rock erupting up at random.
Reforge - Repair a damaged or disabled metal or stone item you own. Magic items are instantly repaired, repairing non-magical items takes time and focus and is best done out of battle.
LEVEL 6
A. Sandstorm - Fill the air in a 50' radius around you with an obscuring whirlwind of grating, irritating sand.
B. Terraform - Passive. Your spells that form things out of stone (stoneshot, column, etc) can be transmuted with each casting into obsidian (fragile, very sharp), clay (slightly less damaging than stone, splatters on impact and hardens to hinder movement of what it hits), or sand (less damaging that stone, explodes into harsh obscuring cloud on impact).
C. Forged Might - Transmute a metal object you are holding into a second skin bonded to your own over your hands and up your arms. The area covered depends on the size of object. This second skin has any magical effects the object did. When spell ends, object returns to normal.
LEVEL 7
A. Summon Sandstalker - Raise from the earth a summon of living sand (with jagged pieces of stone where necessary) in the form of a desert-dwelling creature of your choice, is the approximate size of a panther regardless of the species chosen. The summon disperses if dealt a “lethal” blow. Species chosen upon learning, the summon takes two slots.
B. Column – By swiftly raising a hand, you can raise a column of stone or compacted earth, up to 4' in diameter, up from the ground at a point you can see. Can be raised up to 10' tall. Speed and force depends on weight present on area being raised (It is not strong enough to crush people against ceilings). Usable once every five posts, despite name can any basic shape no more than 4' in diameter (wall, pyramid, whatever).
C. Metaliform – Passive. Any of your spells that can effect stone and earth can also effect non-magical, non-living, unattended metal objects and surfaces.
LEVEL 8
A. Living Desert - Transform up to two of your limbs into thick, living sand. You are able to shape them as you wish while they are in this form and physical damage, while inflicting pain, does not cause injury unless the sand is prevented from reforming.
B. Fence – With stomp of your foot or a raise of your hand, cause 10 small pillars of stone or compacted earth, up to 2’ in height and 4” in diameter, to rise from the ground within sight.
C. Mine - Transmute up to 12 cubic feet of stone or earth into iron, or that much iron into steel, for 5 posts. This iron counts as non-magical for the purposes of your spells unless the stone/earth/iron was already magical.
LEVEL 9
A. Shaft - Crumble the earth where you stomp, creating a max 5' wide, 5' deep, 10' long ravine along with a corresponding cloud of sand (you can be at the edge or middle of effect). Usable once every seven posts.
B. Footfall – Passive. The earth aids your every step. Your steps on natural earth/stone leave no footprints and make no sound. Furthermore, the earth pushes you as you jump, run, and climb; boosting your leaping power, softening your falls, etc.
C. Inscribe – Infuse magic into a touched metal object/surface, granting it the benefit of a single basic art rune. This effect can be maintained like a summon. Rune chosen upon learning this spell.
LEVEL 10
A. Arid Realm - Passive. Whenever you cast Sandstorm you may choose to quickly thicken the storm and let the sand fall to the ground, covering it in up to 1’ of loose, dry sand. Furthermore, you can maintain this version of Sandstorm by using a summon slot.
B. Petrify – Transform up to 125 cubic feet of non-magical, non-living, unattended objects/surfaces into stone. Touched objects can be transformed even if attended. This effect can be maintained as though it were a summon.
C. Architect – You can summon a structure, up to the size of a small house, made out of stone and steel. Takes several minutes to cast, can only be cast in spots with enough space, and requires two summon slots to maintain. Exact form of structure chosen when learning this spell.
Primal/Mage Talent
Primal magic, usable only by True Mages, is the most direct and fundamental of the casting arts. The manifestation of this magic is nothing less than its caster's will given shape.
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Only True Mages can learn Primal Spells. Furthermore, all True Mages automatically start knowing Minor Telekinesis and Shield.
LEVEL 1
Minor Telekinesis - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained).
Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, tough as wood (modifier 1). It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon).
Foothold - The next step you take meets equal upward force, allowing that step to land on a surface level with the last step you took, granting you an extra step or two over open air or liquid.
Recognize - Get the gist of how magical a nearby creature within is, the general strength of its spellcasting, and what art(s) it most closely aligned with. By focusing for a lengthy period of time, it may be possible to sense potential and other, more esoteric phenomena. Can be resisted, target feels a bit off.
LEVEL 2
Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.
Tip - Generate short force constructs on your fingertips, be they claws, thick cushions, or any other short tool-like shape.
LEVEL 3
Skein - Generate a paper-thin layer of force over your body. It is not strong enough to protect from slashes or blows but does prevent actual physical contact and can prevent burns and the like.
Repel - Passive. You gain the ability to propel the force construct created by your Shield spell, launching the shield forward with average strength. You can have the shield expand when pushed, becoming up to 3' in radius but easier to break through. The shield dissipates after moving 6'.
LEVEL 4
Force Blast - Unleash a shimmering, tangerine-sized blast of magical energy from your fist or palm that hits with the force of a Strong punch. This increases to Very Strong against things enhanced with magic, and Mighty against summons and other things made mostly or entirely from magic.
Shove - Push an object within sight, in any direction, with a single the force of a Strong shove.
LEVEL 5
Lock - Lock yourself in place with various forces, preventing you from moving or being moved, even by gravity, so long as this is maintained. Does not prevent damage.
Bide - Reduce a target’s spells per post by one until the end of their next post. The next time the target casts a spell this encounter, they may cast it twice instead. Unwilling creatures can only be effected by Bide once per encounter.
LEVEL 6
A. Telekinesis - Passive. Your Minor Telekinesis spell can now manipulate objects weighing no more than 25lb, and can likewise push and pull with that much force.
B. Revoke - Dispel and negate any spell whose level is less than the highest level spell you know. That spell cannot be cast by anyone nearby until after your next post. You cannot revoke the same spell twice in one encounter.
LEVEL 7
A. Flight - Passive. You can use your minor telekinesis spell on yourself, empowering it in the process, allowing you to levitate and move yourself through the air using just the power of your mind.
B. Shift - You may choose to have any spell or purely magical force that would specially target you (not an area or projectile) effect any creature you are touching instead of you or in addition to you.
LEVEL 8
A. Barrier - A telekinetic barrier of force erupts from your body and expands around yourself, up to 6' in radius and 3" thick. The force resists everything the tries to pass through it with the force of a strong shove. If you stay mostly still for an entire post the barrier solidifies further, becoming as tough as wood until it is moved or something pierces it. The formed barrier moves with you.
B. Seal - Choose a spell level equal to or greater than 4. This spell prevents yourself and any number of targets within 50' of you from casting spells or maintaining summons higher than the chosen level. Already cast spells that do not need to be maintained, and passive spells, are not effected. This effect lasts for three posts.
LEVEL 9
A. Force of Will- Passive. Your Minor Telekinesis Spell can effect up to two valid targets at once or double the amount of weight it can manipulate/push/pull. Your Shove spell, if you know it, now pushes with the force of Very Strong shove.
B. Copy - This spell can mimic the effects of any spell you've seen/experienced since your last post. This mimicked effect does not itself let you keep mimicking the spell (you have to see the real thing again after the post has past).
LEVEL 10
A. Entwined Will - Passive. Your Minor Telekinesis Spell gains an additional ability based on the basic rune of your aspect's chosen focus art.
B. Cache - You can store raw magical energy within yourself as a summon, infusing the energy with some of your intelligence as well. At any time you can expend this cache to cast a primal spell without it counting towards your spells per posts. The spell does not need you to direct it - the stored intelligence handles it. Does not count as a creature summon.
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