Phantasm Magic “A pleasant illusion is better than a harsh reality.“ - (Christian Nevel Bovee) Phantasm or Mirage magic is a complex and versatile magic school which centers mainly on expanding on one’s skills and abilities through the harnessing of mana while crystallizing such, The magic itself lacks of any type of moral bondings, and instead, is just a tool meant to be used, as well as to attempt to reproduce reality, experiences and feelings, picturing them and creating them. Just like the bearers of other magics under the path of the Stars, the mana of a Phantasm Mage flows through their veins. Unlike other magics, however, Phantasms seek the ability to perfect the harnessing of Mana in its raw state. Because of this, Phantasm Mages first start by attempting to harness and create Ether, an ethereal manifestation of Mana which can create imagery. Later down their path, they will learn to harness Ether and Mana to Crystallize it, forming what’s denominated as “Silner”. With these two materials, a Phantasm mage is able to manipulate light and darkness, and even make Silner make minute vibrations to be able to form images, create sounds, or even instill emotions into people. Finally, nearing the mastery of their trade, Mages are able to manipulate mana in its raw state, albeit due to their approach, this becomes quite limited. Not without a price to pay, Phantasm mages deal with struggles or, as some call them, trials. Their seeking of power and improvement is riddled with bumps that they’ll have to learn to jump and overcome in order to become a full mage, and most importantly, not succumb to insanity. Distant images, created as a residue of magic, form before their eyes, however, strangely enough, it always seems to be… distant… daunting, never directly present. Other “trials” include the questioning of their own personality as a consequence of disguising themselves and pretending to be others. All mages express these types of challenges differently, all of which can be somewhat overcomed or lowered in effect by taking the magic patiently, not straining themselves, and most importantly, figuring out systems to avoid these problems overtaking their lives. It is important to understand that while Phantasmic mages are often scoffed as rogues or illusionists, the core of Phantasm lies well beyond on such, as it's lack of moral bindings and flexibility makes it good to couple with different skills. By becoming invisible one still can make noise, which makes those who are already good at stealth be the best people to use said things, while someone who is more knowledgable in music may find themselves utilizing music and any emotional cues that come with it, better than other Phantasms. In short, no two Phantasms are the same. Spoiler: Nomenclatures and Tags Every spell in this list will have a set of visible information to make it easy for people who perhaps aren't able to read too well to make sure that everyone is on the same page when it comes to what a spell does, for this reason, the spells will be divided like this: Name [Mana Cost] - Duration: This is how long does a spell last, if you see the [Con] tag, then it means that the spell requires concentration, in the case A mage gets Hit or distracted, the spell will break. if the time runs out, the spell will also break, whichever comes first. Range: The range of the Initial cast of the spell, how far can the spell reach. Self Denotes the person or within the person's personal space, Touch Denotes that the caster has to touch the target to cast the spell. Components: This section will have letters depending on what the spell requires to cast, V stands for Vocal components, such as chanting or saying a phrase and S stands for Somatic, which means the mage must perform a hand movement to cast this spell. Casting Time: The time it takes for the spell to be casted. Effect: A description of how the spell behaves. Inept (Tier 1) [Mana Pool: 10]A wannabe Phantasm mage would often be seen sitting around various places in plain noon, sunrise, sunset, observing the world around them, often trying to study their surroundings and trying to understand how they look, feel, how they sound. Often interested by how things look and work around in the environment, how they interact with each other. Although their power is minuscule at this level, they have only just begun their long, arduous path to mastery. Generate small light [2 mana]- Duration: 10 Minutes [Con] Range: 1 Meter Components: S Casting Time: Instantaneous Effect: With a bit of focus, the Phantasm Mage brings forth their mana and summons a small orb or mass of light which is projected by a small crystal on the center, no larger than that of their hand, though considerably dim. It takes its form as a rippling orb of energy, though will destabilize considerably with a lack of concentration. This spell creates a rippling orb that creates a dim light in a 1 meter radius around it, at the center of it sits a small bead of Ether which generates said light. Minor Color Shifting [2 mana]- Duration: 6 Minutes [Con] Range: Touch Components: V Casting Time: Instantaneous Effect: The caster is able to reach out and take hold of a small object such as a rock or flower, and by creating a series of very small crystals that deflect certain hues of light, they are able to change the hue of it by a minor amount. Minor Light Bending [5 mana]- Duration: A couple of seconds [Con] Range: Self (Right between the hands) Components: S, V Casting Time: Instantaneous Effect: The Mage reaches out and releases a shroud of near-invisible shards of Silner out into the air. Visible light begins to bend and ripple to the vague pantomime of the caster’s hands, but no more than that. At lower levels, it will always appear considerably oblong, and can’t be used as a substitute for Form Image. Novice (Tier 2) [Mana Pool: 25] As a novice, the mage has just begun their arduous journey towards mastery, the mage would have already developed a fondness for observing the world around them and attempting to reproduce it in the most accurate manners they can, practicing to become better and projecting their thoughts into reality, shaping and changing it around them. Light Bending [7 mana]- Duration: 2 minutes [Con] Range: 3 meters Components: S, V Casting Time: Instantaneous Effect: The mage is now further familiarized with the shifting of light and shadow, and are able to begin manipulating the flow of energy around them to their will. The caster can now begin to form shapes utilizing both light, as well as shadow to create shapes and silhouettes. They do this by sending small near-invisible crystals into the air to which they manipulate their opacity and color. The shapes are no larger than the caster’s palm and cannot be maintained from further than 3 meters from the caster. Minor Confusion [10 Mana] - Duration: 1 turn Range: 5 Meters Components: S Casting Time: Instantaneous Effect: The caster concentrates on a single target and tries to summon forth a small burst of magical energy that attempts to throw off their senses, if failed to resist, the target would feel a mild shock, accompanied by a slight sense of dizziness which lasts for about a turn or 30 seconds, whichever comes first. The spell has an effective range of 7 meters. The target may attempt to resist the spell by beating a DC of 30 + 15 per Tier above 2 Ethereal Formation [10 mana]- Duration: 10 Minutes [Con] Range: Self (Right between the hands) Components: S, V Casting Time: 1 Minute. Effect: The mage generates a shard of temporary Silner from their mana, taking a good minute or two combined with intense focus and concentration to form a chunk of a very light, not very defined shape reminiscent of a crystal. Its durability is questionable, similar in texture and solidity to breakaway glass. Moderate Color Shift [5 mana]- Duration: 10 Minutes [Con] Range: Touch Components: V Casting Time: Instantaneous. Effect: The mage can now shift the hue or color to a single color/hue of a stationary, moderate-sized object of their wish, by using the same technique of the previous nature. However, it can not be done to objects larger than a small chest or carpet (1-block space). It usually lasts up to 10 minutes after the mage breaks concentration. Minor Sound [5 mana]- Duration: Instantaneous Range: 4 Meters Components: S Casting Time: Instantaneous. Effect: With a decent amount of focus, the caster is able to concentrate and eventually generate very quiet, basic sounds that they would have heard previously. This would generally be something along the lines of a faint ringing or a beeping. They can not generate any complex sounds whatsoever. This is done by creating a lot of glass-like particles in the air and making them vibrate with each other, thus, these sounds tend to sound somewhat glassy and echo-y Apprentice (Tier 3) [Mana Pool: 75]As an apprentice, the individual in question is finally considered a true mage of their art. Although the path before them still lay covered in difficulties and barricades through which they must overcome on their own, they are already almost half-way to mastery of Phantasm. It can still be difficult to hold one’s own in a fight but at this level of experience, Phantasm mages are still not to be underestimated. Their control over Silner is stronger than ever, and when fighting a Phantasm mage of this level, one must be especially cautious. Offensive Spells Spoiler Confusion [20 mana]- Duration: 2 Turns [Con] Range: 15 Meters Components: S Casting Time: Instantaneous Effect: With a technique not dissimilar to the previous iterations of the spell, the caster now holds the ability to disrupt the target’s senses with sounds and magical influence. If the target fails to make a save with a DC of 30 + 15 for each Tier of the mage's above 3, the person is struck with an intense wave of nausea, the world left spinning around them as they are overtaken by a near-drunken stupor that stirs their mind. They are bound to trip and fall, with some even weak enough to vomit. It does not last for very long, though it is more than enough to disable somebody for a short while. Bolt of Silner [15 mana]- Duration: Instantaneous. Range: 10 Meters Components: S Casting Time: Instantaneous Effect: The mage can quickly form a bolt of temporary Silner that shoots out at a quite fast speed from their hand, the bolt of Silner, having a consistency stronger than glass, the bolt would penetrate most lighter armors, however, would not be solid or fast enough to break through a plate armor. The bolt has an effective range of about 10 meters. (This spell Is Unlocked with the learning of ‘Crystal Formation’) Defensive Spells Spoiler Minor Invisibility [30 mana]- Duration: 1 Hour [Con] Range: Self Components: S, V Casting Time: Instantaneous Effect: The mage, utilizing Silner, wraps themselves around a very thin layer of the material, which starts to reflect and bend light around them. Their form begins to partially disappear as the moments pass, rendering them partially transparent. However, the outline of their body, as well as their features can easily be seen under focus or bright light. The caster cannot cast any offensive spells while maintaining concentration of their invisibility, and any motion of attacking, being poised to or have the intent of such will dispel the magic, allowing for the enemy’s reaction. However, the mage is only revealed when attacking player characters, npcs (such as guards), and event characters, which can be brought down to sentient creatures. Wall of Silner [10 mana]- Duration: Until the Start of the Caster's next turn Range: 10 Meters Components: S Casting Time: 1 Reaction. Effect: The mage crystallizes their mana in a quick manner, forming a more-or-less flat vertical wall of defense made out of pure temporary Silner. With practice, the wall may reach a verticality of 5 feet, a width of 3 feet, and a depth of 3 inches. In addition, with a bit extra concentration in the initial formation, spikes may be allocated to the front of the wall. The wall can look however the caster decides to make it look like. (This spell Is Unlocked with the learning of ‘Crystal Formation’) Utility Spells Spoiler Minor Charm [15 mana + 2 Each minute]- Duration: Indefinite [Con] Range: 10 Meters Components: V Casting Time: Instantaneous Effects: The caster may now utilize his powers to attempt to charm the victim. They will feel ever-so slightly euphoric and peaceful, and thus more susceptible to the Mage’s influence. After having the spell placed on them, the target has no way of knowing that a spell has been placed upon them. To charm someone, the caster requires to stay within 10 meters of the victim in order for the spell to work. The spell lasts until the mage breaks concentration or the target is away from the range. The target may roll to resist and must succeed a DC of 40 + 15 per Tier above 3, They can attempt to roll again every 10 IC minutes. Form Image [15 mana]- Duration: 5 Hours Range: 10 Meters Components: S Casting Time: Instantaneous Effect: The Mage’s abilities to create apparitions has drastically improved with their months of practice, granting them the power to form even larger and more complex illusions than they had before. They can now create illusionary walls and objects that exceed no larger than 3x3 meters with Ether. However, animated objects still require intense focus, and must be significantly smaller, or otherwise simplistic. The range of the illusion after summoning is limitless, so long the caster keeps concentration on it and it's position. The spell can be dispelt by the caster. Minor Instill Emotion [20 mana + 2 Each Minute]- Duration: Indefinite [Con] Range: 10 Meters Components: V Casting Time: Instantaneous Effect: With a quiet somatic verse and the wave of their hand, the caster may create small influence to their target. If the target can not resist the influence of the magic or otherwise doesn’t succeed a DC of 40 + 15 per Tier above 3, then a basic emotion of the mage’s choice begins to passively suggest itself to the target, The target may attempt to roll again every 10 minutes. This means that the Illusionist may plant a seed within the person’s mind that may easily be set off without a lack of will. (Sadness, Fear, Happiness, even Lust.) The caster requires to be within 10 meters of the victim and the spell has very critical effectiveness the closer the caster's hands are to the victim's head. The spell lasts until the target goes out of range or until the mage breaks concentration, whichever comes first. The victim has no way of knowing that this spell has been placed upon them. Crystal Formation [20 mana]- Duration: 1 Hour Range: Self Components: V, S Casting Time: 2 Minutes Effect: The caster, now being able to control the transformation between Silner and Ether, can create objects or formations given two minutes of concentration, which remain in existence for the duration or until broken apart. These having a consistency Between Glass and Bronze. It’s important to note that Silner can only generate on a free space, it can form underwater or between gases, just not inside solid things (such as stone, dirt, or people) It can form overall if the Silner is able to push weak things aside to generate, like loose sand, etc. Color Shift [10 mana]- Duration: Indefinite Range: Touch Components: S, V Casting Time: Instantaneous Effect: Now with a significant amount of practice, the caster is able to shift large objects to a color or hue of their choice with Ether. Not only this, but they can also ‘paint’ on surfaces, marking them with a coat of Silner that leaves them stained until another mage comes along and dispels it. Dispelling it requires to beat a DC of 50 and can be done by any Phantasm mage of Tier 3 or Higher. Form Large Light [15 mana]- Duration: 30 Minutes [Con] Range: 7 Meters Components: S Casting Time: Instantaneous Effect: By condensing their own magical energy into a glowing crystal of Silner, the mage is allowed to form a large orb that is roughly the size of a large melon. It glows with intense energy, powerful enough to illuminate the interior of a cavern or a pitch black room. At the will of the caster, it can be made to orbit their body. The spell shines a bright light in a 7 meter radius and an extra 3 meters of dim light afterwards. Minor Disguise Self [15 mana plus 5 each hour]- Duration: Indefinite Range: Self Components: S Casting Time: Instantaneous Effect: The caster can now passively change their own appearance utilizing their Ether. In doing so, they may alter the color of their skin, as well as that of their hair, eyes, and other features. While they can change things like facial structure or small traits, they can’t make them physical, meaning that if the mage were to make their nose larger, they would be able to move a hand through the extra length of the nose. Because such alterations are so minute in comparison to their full potential, they do not have to concentrate to uphold the change of features that they go through, the changing between features is very swift, only taking a mere blink of an eye to do. Moderate Sound [15 mana]- Duration: A few Seconds Range: 10 Meters Components: S Casting Time: Instantaneous Effect: The Caster focuses, and with a fair bit of effort, by vibrating minuscule crystals of Silner, they are able to summon forth a sound, or a series of sounds at a normal volume, however rarely greater than what would be considered an ‘inside voice’. It is only at this point that the mage can begin generating actual speech with their sounds. Though it can only mimic a simple voice. Telepathic Message [10 mana]- Duration: Instantaneous Range: 10 Meters Components: - Casting time: Instantaneous Effect: The mage at this point is able to project a passive message to the mind of their target by sending a group of minuscule Silner crystals that embed in the target’s brain, however it may only be in the voice of the caster, or an extremely simplistic and monotone one. Lesser Hand of Silner [15 Mana] - Duration: 30 Minutes Range: 5 Meters Components: S, V Casting Time: Instantaneous Effect: The caster utilizes Silner to bring forth and create a smaller than average human hand. The hand has the consistency of glass and can be used for all sorts of actions, from picking up objects, to play the piano, sew, etc. The hand bares the strength of a wind golem and cannot hover over 2 meters from the ground. This spell requires concentration yet it’s not a recursive spell, the hands are a summon and require concentration to be controlled, otherwise they will stand idle like a poppet. When in combat, the caster must decide whether the one single hand or they will take the turn’s action. The hands last for the Duration or until dispelt by the caster, they can be given an additional mana surge equal to the spell’s cost to keep them up for more extended periods of time if needed. There cannot be more than any one set of Hands of Silner summoned by the same caster at any given time, If a new iteration of the spell is casted, the other iteration of hands will disappear. Night Vision [15 mana]- Duration: 1 Hour [Con] Range: Self Components: S Casting Time: Instantaneous Effect: The caster has grown to be no stranger to altering light and shadow with Silner and Ether, and similarly to how one can see in light, they have familiarized themselves with the complete lack of it. With focus, the caster’s eyes would get a small shroud of Silner on them and the world around them as a whole becomes visible. It’s important to note that while their eyes are sensitive to light to be able to see in the darkness, any bright light would blind the user. In the case a bright light is shined when the user has Night vision active, they’ll be blinded for one turn, if it’s a very bright light, like a flash or the like, they’ll be blinded for two turns. Scholar (Tier 4) [Mana Pool: 150] Scholar Phantasms are a force to be feared, at this level, the mage’s connection with Silner is quite strong, able to create and manipulate it with a lot of fluidity. While there is still work ahead to reach mastery, an individual of this level is capable of quite impressive feats that could put others to shame. Offensive Spells Spoiler Spear of Silner [25 Mana] - Duration: Instantaneous / 10 Turns [Con] (In Melee Form) Range: 25 Meters / Self (In melee form) Components: S Casting Time: 1 turn / 3 Turns (In melee form) Effect: The caster, having much more control over the strength of their Silner, is now able to shoot a large spear that has the same speed as a crossbow bolt. This temporary weapon of Silner has the consistency of iron, able to penetrate most armors as a heavy crossbow would, this means that sufficiently thick armors can still stop the spear without more than significant dents. After the projectile impacts, it will instantly dispel itself, leaving the wound open. If the caster’s concentration is broken in any sort of way by a reaction, the spear is dispelled instantly. If the caster is successfully attacked while casting the spear, the spell is interrupted, wasting half of the mana used to cast, rounded down. The spell can also create a temporary Silner weapon with the consistency and sharpness of iron, that will last for about 1 hour. (This spell is unlocked with the learning of ‘Greater Crystal Formation’) At Tier 5, After learning "Masterful Crystal Formation", The silner created by this spell will be as durable as said spell. Defensive Spells Spoiler Invisibility [50 mana plus 10 each 10 minutes of casting]- Duration: Indefinite Range: Self Components: S Casting Time: Instantaneous Effect: The caster has now grasped their powers of Silner and Ether to the point that they are allowed to blend in with their own environment. Using their powers, they make their own bodies become translucent by surrounding it with Ether, mirroring the air that would be in their stead. While they may not be seen. The caster cannot cast any offensive spells while maintaining concentration of their invisibility, any motion of attacking, being poised to, or having intent of, will dispel the magic, allowing for the enemy’s reaction. However, the mage is only revealed when attacking a player character, npcs (such as guards) and event characters, which can be brought down to sentient creatures. After-Image [30 Mana] - Duration: Instantaneous Range: 15 Meters Components: S Casting Time: Instantanoues Effect: The caster, either after attacking or dodging an attack, creates a still image of themselves that will last for a split second, which attempts to buy the caster enough time to look for a weak spot to exploit or otherwise throw the enemy off. Silner Bulwark [See Below for Mana Costs]- Range: 15 Meters Components: S Casting Time: See Below Effect: The mage crystallizes their mana in a quick manner, forming a more-or-less flat vertical wall of defense made out of pure Silner. In addition, with a bit extra concentration in the initial formation, equally, as it’s previous form, spikes may be allocated to the front of the wall. The Bulwark can take the form of whatever the caster decides it look like. This is the superior version of ‘Wall of Silner’. (This spell Is Unlocked with the learning of ‘Greater Crystal Formation’) Bulwark Phases: Reactionary Bulwark [40 Mana]- Duration: Until the start of the caster's next Turn Casting Time: A Reaction Effect: The Bulwark, utilizing the caster's reaction, raises a barrier of about 2 meters tall, 1 meter wide and 0.5 meters thick. Solid Bulwark [60 Mana]- Duration: 1 Minute [Con] Casting Time: A Reaction (Consumes the caster's next turn) Effect: At the cost of the mage’s reaction and next turn, they’re able to create a 3 meter tall, 5 meter wide and 1 meter thick wall. The mage is able to exchange any of the measurements of the wall at will when summoned. What this means, is that the caster essentially has about 15 blocks of wall they can place in any shape. While being maintained, the caster is able to move at half their normal speed. Minor Crystalline Coating [30 Mana + 10 each round] - Duration: Indefinite [Con] Range: 15 Meters Components: S, V Casting Time: Instantaneous Effect: The mage is able to create a coating structure out of temporary Silner around the target, aiming to protect and immobilize the target. Due to the method used, the target will be protected from damage as if they were wearing a full body, joint locked leather armor. The target is still able to move, though it is much closer to attempting to move and run underwater. If the target is unwilling to have said spell placed upon them, they must succeed a DC of 60 + 15 per Tier above 4 to free themselves off the armor, if they were to succeed, they forfeit the rest of their turn. The mage can also dispel the armor in their turn, avoiding the target from losing their turn of combat. Utility Spells Spoiler Charm [40 mana plus 2 each minute.]- Duration: Indefinite [Con] Range: 15 Meters Components: S, V Casting Time: Instantaneous Effect: With the gentle wave of a hand (which can be done discretely), the caster utilizes their influence to attempt to put the target at ease. if the target is unable to resist the individual begins to feel ecstatic in the presence of the caster, placing them fully at ease, and perhaps more-so, depending on their resistance to such influence. The target would possess no recollection of having it cast upon them. Requires to be within 15 meters of the victim and the target can resist the spell by beating a DC of 50 + 15 per Tier above T4. If failed to resist, the target can only roll resistance every 10 IC minutes. Advanced Form Image [40 mana]- Duration: 3 days (In Combat: [Con]) Range: 15 Meters Components: S, V Casting Time: Instantaneous Effects: Now having come to specializing in their magic, the caster has considerably grown in the effectiveness of their powers. After several more months of training, they may now utilize Ether more efficiently, stretching their illusions to the point of being able to take up a 6x6x6 space. Not only this, however, but they are also able to entirely animate that which they so wish, however, an animated scene will not hold up to close inspection. This can be used to create a scenery of their own design, or barriers that completely obscure or mesh with their backgrounds. They have also grown increasingly more effective with the animation of their creations. Without advanced animations, the caster is able to make 3 Illusions at any given moment. The Illusions can last indefinitely but require another 40 Mana surge per week to keep up. If a Phantasm of T4 and up wishes to dispel the illusions, they would have to succeed a DC of 50 in a d100. Inflict Sensation [40 Mana plus 10 each minute] - Duration: Indefinite [Con] Range: 25 Meters Components: S, V Casting Time: Instantaneous Effect: The caster is no longer unfamiliar with the workings of a person’s mind and has reached a point where they can utilize their magic to cause different sensations on their targets, including but not limited to: Pain, pleasure, tingling and numbness. With the numbness the caster is able to also kick off individual sensations like pain in a cut hand, the hand would be still functional but will not be able to feel the hand. The spell has a higher chance of failing on armored targets. When hit by this spell, the target must make a DC of 55 + 15 each Tier above 4, however, if the target is armored, the DC will be lowered by 10. The spell doesn’t have a limited time, however the caster must be within 25 meters of the victim, and may not cast any spells or take actions while maintaining the spell. Instill Emotion [40 Mana plus 10 each minute] - Duration: Indefinite [Con] Range: 25 meters Components: S Casting Time: Instantaneous Effect: Having a much better control over Silner as well as knowledge of emotional triggers, the caster is able to increase their emotional influence over their victims, just requiring a relative knowledge of their location within said range. The extent of their emotional value can move someone to tears, cause screaming, or be elated beyond reason. The target must succeed a DC of 55 + 15 per Tier above 4 if they were to attempt to resist the spell. The target has no way of knowing if there is a spell being placed on them, specially if the spell doesn’t have effect on them due to a successful DC, however it is highly dependant on the situation at hand. Loud Sound [30 mana]- Duration: 20 Minutes Range: 25 Meters Components: S Casting Time: Instantaneous Effect: Once more having improved on their ability to produce auditory illusions, the caster may now create sounds that are roughly the sound of a shout. Their ability to mimic voices has also vastly improved, being able to replicate their own voice, as well as that of others to supplement their illusions, or just generally confuse and manipulate unaware targets. Telepathic Imagery [40 mana]- Duration: Instantaneous Range: 10 Meters Components: - Casting Time: Instantaneous Effect: The caster, in addition to being able to convey messages into the minds of others, may now also imagery and thought as they see it, to communicate ideas with their target without need for actual interaction, which can at time be a safer alternative. (This spell Is Unlocked with the learning of ‘Telepathic Conversation’) Telepathic Conversation [20 mana plus 2 each minute of conversation.]- Duration: Indefinite Range: 10 Meters Components: - Casting Time: Instantaneous Effect: With much more practice, the caster can now engage in small conversations with the target. The target mind has to 100% willingly allow the caster to hear their responses, and the two people involved must not be further than 10 meters from each other, both must be aware of the other’s location and presence within the radius of the spell.. The Spell will automatically fail if the target is under any alteration done by phantasm spells, or if the target’s mind is not in conditions to respond (Drunk, Drugged, etc) Greater Crystal Formation [35 mana]- Duration: 12 Hours Range: 20 Meters Components: V, S Casting Time: 10 Minutes Effect: The caster is now able to create much more precise and stronger shapes with temporary Silner, having the sharpness and the consistency of steel. These crystal formations can be of quite precise shapes and up to 3x3x3 in size. The Silner can also now be changed in up to two properties (Soft, flexible, brittle, etc). For every alteration the caster makes to the Silner, if able to be wielded, the Silner will take up 1 Attunement slot per modification. The Silner is able to last 12 hours before dispeling itself. Hands of Silner [25 Mana]- Duration: 1 Hour Range: 10 Meters Components: V, S Casting Time: 10 Minutes Effect: The caster utilizes Silner to bring forth and create up to two hands that can have up to the size of a human's head near them. The hands have the consistency of the Silner of "Greater Crystalline Formation" and can be used for all sorts of actions, from picking up objects, to play the piano, to sew, or even attack. The hands bares the strength of a Dark Elf and cannot hover above 5 meters from the ground. Furthermore, the caster can give up to one extra property to these hands, much like in the spell "Greater Crystalline Formation". This spell requires concentration yet it’s not a recursive spell, the hands are a summon and require concentration to be controlled, otherwise they will stand idle like a poppet. When in combat, the caster must decide whether a single hand or they will take the turn’s action. The hands last for the duration or until dispelt by the caster, they can be given an additional mana surge equal to the spell’s cost to keep them up for more extended periods of time if needed. There can only be one set of any iteration of Hands of Silner at any given time. The hands Have a sort of Magical Mark On the back of them where the mana is Relayed to them when created, if said core were to be hit a hard hit with a blunt or pointed object, the mark would break and the hand will be instantly dispelt. Master (Tier 5) [Mana Pool: 300] As a Master of Phantasm, Evokers are the bane of the foolish. Evokers have mastered the control of crystallizing their own mana and can use their abilities to unlock the secrets hidden deep inside people’s brains. Silent like shadows, these mages are capable of creating various illusions and bring them nigh reality itself. Offensive Spells Spoiler Blindness [60 mana]- Duration: 3 Turns [Con] Range: 30 Meters Components: V, S Casting Time: 1 Turn Effect: Possessing the equivalent to a master of their art, the Phantasm may thrust their arms outward to create what is essentially a cloud of Silner Particles onto the targets, allowing them for attempting a hasty retreat. It would be akin to a much thicker form of tear gas or pepper spray, making it so those that are caught within it have no choice but to recoil, otherwise they face the burning of their eyes and nostrils. This spell affects a 3x3 meter area from the center of the point of casting. Aside from the big discomfort and effects of a pepper spray, the Silner does not leave lasting damage. In the case that the target finds themselves at the start of their turn inside this cloud, they must make a save of a DC of 60 + 15 per Tier of the mage above T4 or be blinded and suffer the effects described above, otherwise the target is able to close their eyes and hold their breath for enough to move away from the cloud and not be affected by it. Defensive Spells Spoiler Form Clone [60 mana]- Duration: 20 Minutes [Con] Range: 15 Meters Casting Time: 2 Turns Effect: With the wave of their hands, the mage can form an illusionary copy of themselves as decoys or Puppets, or to look like other people. The caster is able to create up to 3 clones. In the caster’s turn, the caster has to decide whether one of the clones or them take the turns action. The clones are able to cause harm to an enemy, however, if there is more than one, their attacks will always result in wounds no deeper than two inches, regardless of what weapon they use or how hard they attack. If more than one Clone is created, the clones may not be able to interact with the battlefield in any way, such as picking up other weapons or the like, they can only use the weapons they got summoned with. When there’s more than one clone summoned, the clones can be easily ‘killed’ by hitting them with anything that has the same force of a Punch or more, Otherwise, if only one clone exists, the clone will only die if hit in the head. Counterspell [60 Mana] - Duration: Instantaneous Range: 20 Meters Components: S Casting Time: A Reaction Effect: The Caster brings forth with a pull of their hand to attempt to tamper with an opponent's casting, disrupting a spell. To succeed, the caster must roll and succeed a DC of 50 - 15 Per Tier below 5. The caster cannot Counterspell if the enemy spell has already reached a phase of Momentum. If disrupted successfully, the target will regain half of the mana they spent on the spell, rounded up. This spell instantly succeeds on any spell of Tier 3 or Below Crystalline Juggernaut [60 Mana plus 20 per round] - Duration: Indefinite [Con] Range: 30 Meters Components: V, S Casting Time: Instantaneous Effect: With the mastery of their tree of magic, a Phantasm mage is able to create a temporary Coccoon with the shape of the person to fully lock their friend or foe in place when successfully cast. The coccoon is better at defending the target than its previous iteration, ensuring they are safe from harm while not being able to do anything in return. This spell requires concentration and will last for as long as the caster can concentrate an the victim fails their saves. If the target wishes to attempt to free themselves with their will, they will require to beat a DC of 60 in their turn. If they successfully do so, though they will be unable to do anything in said turn. This spell cannot be put in an enchantment. Mass Invisibility [75 Mana plus 15 each minute per person] - Duration: Indefinite [Con] Range: 10 Meters Components: S Casting Time: 5 Minutes Effect: The mage is now able to select two other targets within 10 meters of them and can turn all three invisible as long as they stay within the range. They can only move at the walking speed of the slowest member and if any of the three under the spell make any motion of attacking, being poised or moving with the intent of hurting a Player Character, NPC (such as guards) or event characters, all included will be revealed. What they interact with remains visible and the mage is unable to cast any spells while upholding the invisibility. Masterful Silner Bulwark - Duration: See Below Range: 30 Meters Components: V, S Effect: The caster can now create a Silner wall with the consistency between steel and Ebonsteel, and they can choose to have the wall look like whatever they want So long it’s visible. The size of this spell depends on the mana and time the caster gives it to form: Bulwark Phases: Reactionary Bulwark [60 Mana]- Duration: Until the start of the Caster's next turn Casting Time: A Reaction Effect: The Bulwark, utilizing the caster's reaction, raises a barrier of about 2 meters tall, 1 meter wide and 0.5 meters thick. Solid Bulwark [80 Mana]- Duration: 1 Minute [Con] Casting Time: 1 Reaction (The Caster's next turn is consumed) Effect: The caster is able to create a bigger bulwark, which can reach about 15 blocks of one cubic meter in volume. The wall must be within 20 Meters of the caster and the caster moves at half his speed while upholding it. Silner Dome [100 Mana]- Duration: 1 Minute [Con] Casting Time: 2 Turns Effect: If the caster can foresee a danger, they can create a dome of 3 meters in radius around them. or 45 blocks of one Cubic meters each. (This spell Is Unlocked with the learning of ‘Masterful Crystal Formation’) Utility Spells Spoiler Masterful Disguise Self [50 mana plus 10 each hour]- Duration: Indefinite Range: Self Components: S Casting Time: Instantaneous Effect: Now holding the potential in themselves, the caster can now change their colors, as well as the shape of their body as a whole to fit their own standards. In doing so, they may transform into identities completely different from their own, even having the power to transform into the bodies and forms of those that they have seen before. However, it should be kept in mind that the caster can only add to their shape, never remove, which means they cannot make themselves smaller or thinner than what they are. Utilizing Silner, they can also appear to have features that they don’t have, like being taller by extending their legs with Silner, or appearing to be fatter, however, the material wouldn’t give in after a couple of inches of pressing. Masterful Form Image [60 mana]- Duration: Indefinite Range: 20 Meters Components: V, S Casting Time: Instantaneous Effect: The abilities of Ether’s powers at this level are inimitable by any but the gods themselves. They have progressed to the point of being able to create illusions that can contain numerous complex pieces, as well as forming multiple animated figures that can be controlled at will, as well as being able to create up to 5 at the same time. Generally however, the limitation of these illusions never exceeds 20 x 20 x 20 blocks in size. Stationary illusions and barriers can be permanent. Despite being able to deceive some with physical inspection, they can still be passed through with a bunch of effort. The illusions last for a week or until dispelled, though they can be given another surge of 60 mana after the time is up. A Tier 5 Phantasm mage can dispel the illusions by beating a DC of 50 in a d100. The Illusions cannot do any real harm to anyone. Masterful Instill Emotion [50 mana plus 10 each minute]- Duration: Indefinite Range: 30 Meters Components: V, S Casting Time: Instantaneous Effect: As the caster wills, they may direct a spell unto their target, filling their mind with powerful emotion by triggering a lot of emotional cues. It has grown so powerful at this level, that no longer does it have to be triggered. Rather, if the individual is not able to resist the spell, they can not help but be overwhelmed by it. (This applies to near any form of emotion in the known spectrum. Except the blacklisted ones) The caster requires to be cast within 30 meters of the victim, the spell has very critical effectiveness the closer the caster's hands are to the victim's head. The victim can resist the spell by beating a DC of 70 in a d100. The spell lasts indefinitely, until the caster breaks concentration or stops being able to supply the mana for it. The Victim has no way of telling if this spell has been cast on them. Masterful Crystal Formation [50 mana]- Duration: 24 Hours Range: 30 Meters Components: V, S Casting Time: 30 Minutes Effect: The caster can now create crystal formations of unimaginably intricate detail, these formations made out of pure temporary Silner are of cobalt strength and can be made as sharp as obsidian, able to work under a lot of stress and can remain in the world for 24 hours in this state, even if broken apart, the Silner won’t dissipate until the time is up. The caster can create things up to 5 cubic meters in Silner, however, they must note that more intricately made things must be made with each piece separately. Masterful Hands of Silner [70 Mana]- Duration: 2 Hours Range: 15 meters Components: V, S Casting Time: 20 Minutes Effect: The caster utilizes Silner to bring forth and create up to four hands of silner that vary in size near them. The hands have the consistency of Silner in Masterful Crystal Formation and can be used for all sorts of actions, from picking up objects, to play the piano, sew, etc. The hands’ strength vary depending on the number and size. The caster can create one hand with the size of an orc’s torso which bares the strength of an iron golem, this hand is as slow as the creature it takes strength from on its walking speed. With two hands, the hands have the strength of a tree golem each, and are the size of a human’s head, these hands bare the speed of a tree golem at walking speed as well. Finally, if creating 4 hands, these will have the same size as a human’s and will bare the strength of a crystal golem, they also have the same speed as a human jogging.This spell requires concentration yet it’s not a recursive spell, the hands are a summon and require concentration to be controlled, otherwise they will stand idle like a poppet. When in combat, the caster must decide whether a single hand or they will take the turn’s action. The hands last for the duration or until dispelt by the caster, they can be given an additional mana surge equal to the spell’s cost to keep them up for more extended periods of time if needed. These hands can be given up to three properties much like with the spell “Masterful Crystalline Formation” and can hover up to 10 meters in the air from the ground. There can only be one set of any iteration of Hands of Silner at any given time. The hands Have a sort of Magical Mark On the back of them where the mana is Relayed to them when created, if said core were to be hit a hard hit with a blunt or pointed object, the mark would break and the hand will be instantly dispelt. Spoiler: Emotions List For the sake of balance, Phantasm mages will have to oocly consult with the magic team about emotions or feelings they can or can't instill onto people, this is to assure that no overpowered feeling slips through. For this, there will be a list of blacklisted feelings/emotions that a phantasm mage should never be able to use, as well as a list of emotions that can be instilled without beign consulted, if you have a suggestion of a feeling that could be potentially overpowered or that should be accepted, reach out to The Lore Team. Blacklisted Emotions - Apathy Allowed Emotions -Happiness -Sadness -Anger/Irritability -Calmness Spoiler: Types of Silner and Crafting with It Something important to point out is that the quality of items made of Silner depend on a couple of factors. First of all, it's important to understand that not all Silner is created equal, and as such, each type has a different set of attributes. -Temporary Silner: Is silner made by Phantasm magi on their own. Temporary Silner, as the name suggests, have a limited life span, which is usually no longer than 24 hours. Silner in this state is easily created on the fly by mages, and their life span normally depends on the time a mage puts into it, however it never surpasses the aforementioned life span. -Permanent Silner: Permanent Silner is an odd, and overall interesting case. It cannot be created by mages naturally, but rather requires them to infuse an external component to them: A Phantasmic Splinter. Silner in this state is no longer able to be dispelt, however, it can still be worked on and altered, so long the mage spends time with it, note that a mage wouldn't be able to add more mass to it, but rather do things like repair cracks or use that same amount of mass for other things. The creation of Permanent Silner utilizing a Phantasm Splinter also requires the caster to forfeit two enchantment slots per splinter used. -Enchantment Silner: This Silner is created and maintained by an enchantment, rather than a person, like when someone enchants a handle to create a shield when a button is pressed. This silner cannot be dispelled without first deactivating the enchantment that creates it, making it hard, and normally a waste of time to do so. A Phantasm mage can create weapons and tools with Silner, but it is worth noting that they must understand what said things consist of, what makes them good or bad, etc, and they will take about the same time as a regular person to craft said item. If a Phantasm mage wishes to create a very good dagger out of Silner, they must understand what makes a good dagger, as well as what parts it has, in order to make a dagger that doesn't suck. This doesn't mean that a mage *needs* to have the knowledge to make a dagger, only that it will be better if the mage actually knows what to do and look for. It’s also Important to note that for creating complex and well made tools or contraptions, the Phantasm mage can’t create them all at once, but rather must create them piece by piece and then put them together. Finally, a Phantasm mage will most likely take the same amount of time as the mundane counterpart to create anything out of Silner that is meant to last. It's also important to note that due to the Nature of Silner, people carrying Silner stuff are more likely to be encountered, attacked or focused by Voidal beasts, due to Silner being, after all, crystallized mana.