Thermal (Heat)- Flames engulf a section of your foci designated by yourself, there they burn hot until the spell is dismissed. Must recast the spell every IC minute.Spell Adverse Effect: The flames heat your foci, which can make it grow hot enough to burn your hands if you leave the spell on too long. 3 Continuous casts will make the metal extremely hot to touch, 4 casts will heat the pieces connected to the inflamed piece to unweildable levels.
Thermal (Cold)- Ice crystals form on the sides of your foci designated by yourself, a chill emanates on the blade until dismissed. Must recast the spell every IC minute. Spell Adverse Effect: The chill seeps through the foci draining your own heat even through gloves if you leave the spell active too long. 3 Continuous cast will make the metal too cold to touch for sometime, 4 casts will start to cause your hands to develop severe and debilitating frostbite.
Vis- The foci has Vis run through the section of the foci designated by yourself. This has no effect other than to cause the blade to disrupt beings Vis. The effect upon humanoids would be non noticeable but elementals or other beings with large amounts of Vis would find themselves harmed by the blade, when otherwise it would not. This effect lasts 5 minutes. Spell Adverse Effect: This grants no combat advantage against another player character, the effects of having a Vis infused blade wound would be not be different from a mundane blade wound.
Magnetic- The foci is able for the next 3 IC minutes, lock itself into place when coming into contact with another magnetic surface. This effect can be triggered multiple times during its cast. Spell Adverse Effects: If used in combat against another blade it locks the blades at the point of contact, which can then turn them into a tug of war. You can lose tug of war if they are stronger than you.
Penumbral- For the next 5 IC minutes your blade either emanates light like a torch or darkness like ripples across a section of your choosing. When it comes into contact with another object with force either light or darkness will momentarily 'spark' at the point of contact. Can be disorienting to fight for both user and fighter. Spell Adverse Effect: The obvious.
Electrical- Your blade becomes charged with electrical energy that can cause extreme pain and convulsions on a target. It can travel through metal but a thin layer of insulating material can stop the charge. I.E. The leather binding on a sword hilt. This effect lasts 1 minute or until discharged. Spell Adverse Effect: If you get careless and smack yourself it will discharge on yourself.
Kinetic- For the next IC minute your foci moves more effortlessly and hits harder. If using a melee weapon as a foci the opponent would feel a noticeable difference in the strength and speed of your impacts. Spell Adverse Effect: You can lose control of your weapon if you are not prepared to handle the increase in force as the spell does not improve your grip.
Kinetic: Viewing these energies allows the caster to preternaturally gauge the strength and speed of moving objects, and also the variability of the wind. In practice, this would allow the mage to better parry an incoming blow or to dodge it, likewise one would be able to let loose and arrow with a deeper understanding of the wind currents between them and the target.
Magnetic: Aligning the spells effects will allow the caster to see the overarching magnetic field surrounding them. While this would not give alarming benefits, the caster would be able to freely discern both North and South by viewing the stronger currents of the magnetic field above them. Likewise, the subtle pull would allow them to see armored individuals, large deposits of metal, or other such projections that'd give way to a change in the otherwise ambient magnetic field.
Thermal: Further built on the simple workings of Detect Energy - but further enhanced. The caster's v heision darkens significantly, but allows them to see the direct heat gradients of the world around them. This includes, but is not limited to, people and animals. In the hot summer sun, or a hellish dimension, the world is horribly distorted around them.
Evisral: An often specialized variation of the spell's sub-uses. Viewing the world through this branch allows the caster to see the manifestations of pure Vis. In practical use, this allows the mage to gauge the type and strength beyond a fellow Evicist's spellcasting, roughly their progress in training if allowed an elongated gaze into their Heartstone (30 OOC minutes). Furthermore, their gaze would be faintly pulled towards a fellow Heartstone if it is within 50 meters - even if the gemstone is not visible.
Electric: Attuned to the devastating powers this branch beholds, the caster is able to watch distant storms and innately tell if the coming weather brings lightning strikes and how intense it is. However, with seeing this energy comes a small benefit. The mage is able to detect the gathering energy in the clouds, and possibly draw from it.
Penumbral: The mage's gaze switches, allowing them better sight into darkness - or to let them lessen the pains of bright light. It takes only moments for the caster to lessen or brighten the gradients of light in front of them, adjusting at a whim.
I guess I post? Adept achieved?
It looks like we did a thing?
Sometimes you just gotta go for it.
Did I hear 'strike Otto with fatal lightning'?
Please do, end my suffering.
So is it master or Magus you have both in the post.
Its master until RP states otherwise. Is there a cause for concern or just curious?
I had updated the profile considering Cap had put in the Lobby chat the decision. Solus asked for me to leave it at Master until things are finished.
I thought surviving a lightning strike was the exception, not the rule.