Tier 1 - Must exceed your opponent's Spellpower roll with your own, or nothing happens. If you surpass their Spellpower, you stop or cancel their Spell.
Tier 2 - If you surpass your opponent's Spellpower, you Interrupt their Spell. If your Spellpower rolled is lower than your opponent's, you reduce their effective Spellpower by an amount equal to your spell power.
Tier 3 - If casting a Tier 3 Counterspell, and you successfully counter them, you may Redirect a portion of their Spellpower, to new targets, equal to the amount you exceeded their Spellpower roll. You must choose your new target(s) prior to rolling your Spellpower roll.
Tier 4 - If casting a Tier 4 Counterspell, and you successfully counter them, you may use the remaining Spellpower that you siphoned and cast a new spell, with a new Discipline and Shaping but you MUST retain and use the original Realm.
Tier 5 - Tier 5 Counterspell follows the same rules as Tier 4 Counterspell, except instead of needing to unleash the spell immediately, you may hold the Realm's energy for a number of seconds equal to your Rank in Counterspell.
Enchantment is the ability to manipulate, increase/decrease or alter an object for a specific period of time. From giving an item the ability to shed light, to increasing an Attribute of an ally, to making an object be able to resist weathering or damage longer than it naturally could.
All Enchantments must have a target. An Enchantment cannot just make something appear like Conjuration or Evocation.
The size and weight of an object (Mass) influences how much you can affect it.
All Enchantment spells are temporary. The more powerful the caster, the more effects they can apply and the longer those effects can last.
Attribute Increase:
| Attribute | Point Cost |
|---|---|
| 1 to 2 | 20 Spellpower |
| 2 to 3 | 60 Spellpower |
| 3 to 4 | 120 Spellpower |
| 4 to 5 | 200 Spellpower |
| 5 to 6 | 300 Spellpower |
| 6 to 7 | 420 Spellpower |
| 7 to 8 | 560 Spellpower |
| 8 to 9 | 720 Spellpower |
| 9 to 10 | 900 Spellpower |
| 10 to 11 | 1100 Spellpower |
| 11 to 12 | 1320 Spellpower |
Mood:
Light:
Sound:
Temperature:
Types of Evocations
The ability to Heal, was on the first uses that people used for magic. Whether it was to heal their loved ones, those who had been hurt on the battlefield or simply for economical purposes, the importance of the health of individuals created a deep desire within the inhabitants Iscoryn to master all it's abilities.
Healing is separated into two parts: Regaining Vitality and Mending Injuries.
The healer rolls their "Healing" roll and MAY give up to the total amount rolled to their ally. You are NOT required to give as much as the Healing roll indicated. This allows for the healer/caster to control how much Vitality they wish to give. The amount of healing MUST be established before the roll is made.
Note: The Vitality given by the caster to the intended target, is taken directly off of their casters current Vitality total. You are giving up your life force to give to others.
Cuts, gashes, broken bones and bleeding are all parts of the world of combat. Many warriors of old, who were masters, would suffer an injury to their sword arm rendering them useless against their opponent, or a soldier takes a hit to to the eye, causing vision lost and the inability to decipher their enemy's movements. Arrows to the knee, crossbows to the rib cage, mace to the legs, all of these being reasons individuals would lose fights or be killed in battle.
Casters may use the Healing Discipline to restore the body's ailments and injuries.
A careful process is followed when you are healing injuries. Each body can take a number of injuries before it is either severed by Slashing damage, crushed by Blunt damage, or ruptured by Piercing damage.
Mending training would teach casters to heal from the bone to the skin. Meaning, if you happened upon a farmer who fell in a hole and broke his leg, you would heal the broken bone first, moving onto the tendons and muscles and then lastly healing the blood vessels and skin. While this is not always the case, as some battlefield, triage medics have found, it is typically the kind of healing taught in schools, books and how local healers would train their students.
The wounded individual's Injury Reduction, is the number that you must use to determine how many injuries you have mended when you cast. Healing the first injury would mean you would need to roll the target's Injury Reduction x1. The second Injury that you are trying to Mend would require your roll to surpass their Injury Reduction x2, the third injury x3 and so forth.
Due to the traditional training of healing the worst part of the injury first, you would take the total number of injuries and multiply that number by their Injury Reduction, giving you what you need to heal the worst of the injuries.
Communication Gate
Transport Gate
- Vitality Cost: 10% of the Planar Distance in Meters + (Width x Height)