Additional Magic
Two syllable spells: While the seven most well-known and studied are well understood enough to be practised by anyone with a few volumes and some determination, there are rumored to be others, holdouts from a more magical age, which have survived the Furanist purges and general decay of time, passed down from pagan to pagan in secret orders or sustained in forgotten and hidden texts and steles.
While magic has mostly been legalised through most of the world where it was once outlawed, the taboo remains, and those magics which were neglected and forgotten even more so, perhaps abandoned for a reason. But for those who don’t care about society’s scorn, who ignore it or hide away their secret searches into the deep occult, there are rumors of spells beyond the seven: tales of conjured storms, stupefied minds, lightning loosed from fingertips, things conjured and transmuted, and perhaps most darkly, souls turned over in dark contracts for these powers. Through these stories, one aspect repeats: the contract. It seems any who delve into the deep and forbidden realms of the occult will eventually cross paths with something else. The figure changes: a devil, a demon, a dark god, a trickster, the last living fae, but each time a Faustian bargain is struck. One would do well to ignore the siren call, but for some, the promise of knowledge and power is irresistible.
Fade: ꗵꖸ – KHOT-MEMF
Level 2: ꗵ – KHOT
- Become half corporeal, reducing all incoming damage by half, but also reducing damage dealt by half (damage is halved before accounting for DT in both cases). This effect affects everything you are wearing and carrying, including anything you pick up after initiating this effect. When in this state, you are translucent but still visible. This effect lasts for one minute or can be dispelled early for 1 Action. This effect costs 1 Action.
Level 3: ꖸ – MEMF
- Merge into a solid object you can touch. Your size does not reduce, and you must merge into something at least your size. You can move up to 20 feet within an object using normal movement speed, though you move as if swimming. You can move between objects so long as they are connected or against one another and there is enough space for you to move between them. This movement is cumulative, meaning if you move 10 feet in one direction, then 10 feet back to where you started, you must leave the object. If you are unable to leave the object once you have moved 20 feet, you take 3d6 crushing damage at the end of each of your turns until you are removed from the object or use this ability again. When within an object, you cannot see and your hearing is limited. The object grants you cover from all angles equivalent to the cover it would provide if you were behind it. You may not take anything with you when you merge into an object, and anything you are carrying or wearing is dropped at the spot where you entered the object. Objects which have been swallowed or supposited will enter with you. This effect costs 3 Actions.
Spark: ꔿꕇ – STA-HETHS
Level 2: ꔿ – STA
- Electrocute something upon touch. This effect can be used as a melee attack, using your Dexterity as the to-hit modifier. On a hit, it deals 1d10 electric damage. On a miss, refund half the cost of this effect (2 Focus). This effect costs 2 Actions.
Level 3: ꕇ – HETHS
- Loose a great arc of lightning from your hands which extends in a 60 foot line. Any creatures within this area must make a DC 14 Agility check, taking 2d6 electric damage on a failure, or half as much on a success. This effect costs 3 Actions.
Vigor: ꗝꕄ – OM-VIM
Level 2: ꗝ – OM
- A creature you touch gains 4 temporary Hit Points. This effect costs 3 Actions.
Level 3: ꕄ – VIM
- A creature you can see within 40 feet gains 7 temporary Hit Points. It additionally alleviates any current penalties from being hit (such as halved movement speed from being hit in the legs or stun from a critical headshot). This effect costs 3 Actions.
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