Alteration

“I came upon a piece of stone and thought myself it's better. By what machination of natural both proclaim it to be stone? By what force of divine design or natural law ought it be thus? It is stone thou arte destined to be; who decided that? So by my magic I turned it to marble.” -La’Vanti magician, circa 4th Era

Alteration is the school of magic wherein the natural laws of the world are bent to the will of the magician, sorcerer, or mage. Through it, near impossible feats become commonplace and the means by which the material world is approached and dealt with are fundamentally changed. This is not to say the rules of nature are broken and bent in their entirety, far from it, instead the rules of such are merely swayed into working in a manner consistent with the magical means and workings of the magus in question whilst observing a great deal of comprehension and concentration of such interwoven principles. Creating light in lack of a torch is such a feat commonly done with alteration as is casting a spell to detect nearby individuals, or casting elemental wards against opposing spells are all examples of alteration magic. In the ancient times of the Battle Mages it is thought that this skill was used to erect the great builds of the mages and to alter the landscape at large about them. These days alteration is relegated to simple altering of base physical properties and manipulation of simple principles of nature. It runs the gambit of use by everyone from court magicians to jesters, diviners and seers, to just humble explorers lighting a dark tunnel. Yet there is always the research of the scholar and wise mage to be, that could propel alteration toward a greater end. It is often the art studied by aspiring mages, arcane scholars, and certain clerical figures in various faiths. Though more commonly found in the clerical orders of Val’Maer practicing Seileshi Greyfolk of Aldria.


 * AS WITH ALL MAGIC IN GAME RP CONTEXT IS ABSOLUTELY ESSENTIAL! MAGIC IS NOT ALL POWERFUL AND HAS LIMITS!*

Novice Spells
Luminescence: a brightening of a small area with magical means (upping the brightness of your surroundings or screen)

Vitalis Alerum: the detection of life forms a short distance away (gain IC awareness of mobs and people in a 10 block radius)

Mana Filactum: the sourcing of mana from a natural elemental source for spell use (use exterior mana for a spell to offset personal mana cost)

Apprentice Spells:

Liberium: the lightening of a load carried (RP carry more weight)

Magicum Alerum: the detection of simple magical workings in a small area (do a roll for detection of magic cast or present)

Terra Vibrum: a growth of crop spell (grow crops RP quicker with like bone meal in hand)

Journeyman Spells
Wardum: a ward generally against negative magics (offsets the effect of a curse or hex depending of a roll)

Accium Loceram: the unlocking of a lock without the use of a key (depending on a roll, a door or locked chest may be accessed)

Encumbria: the adding of weight to a given thing or entity (RP lighten the load of weight carried by another entity)

Expert Spells
Wardum Elementalis: the warding of a spell with the aid of elemental forces (provides a offsetting of curse or hex effect by a roll with aid from an element)

Refiniam: the magical refinement of a material (RP the refining of a material in the palm of the hand)

Diserecordium: the magical identification of elemental properties in a given item or material (Determine if any item has magical qualities to it or cast upon it)

Adept Spells
Fortatis: the fortification of oneself to take a negative spell with diminished effect (become able to withstand a curse or hex one per cast)

Enmeris: the absorption of mana from a natural elemental force for the self (replenish mana from nature if tapped or low)

Nominatio: the warping of material into a desired shape or state (RP the creation of a chair, mat, tool, etc. from basic material)

Master Spells
Leviato: a telekinetic lifting of a material or entity (levitate an item or being for about 10 seconds)

Aegiseao: a greater ward against curses and hexing using pure mana (negate a hex or curse at no mana cost)

Mortum Alerum: the detection of a dead or undead being or matter (become aware of any undead or dead in a 10 block radius)

Ritual Casting
Erectum Manafilactorum

This alteration ritual is a group spell undertaken to aid in the construction of a building or structure. More commonly done by Seileshi Greyfolk architect mages in the ancient past, it is to be undertaken by no more than 6 and no less than 3 individuals of Adept or Master level spell comprehension. The required material is to be 3 double chests of 1-3 construction materials set on the site of a building or a structure to be constructed. An offering of a stack of gold blocks is to be given to the elements of magic at play and any deity invoked (if any). The group is to chant the desired effect to the magic at play and the deity(s) at work in unison whilst focusing on the intended result. They must all roll 3 times and make high success rolls to make the ritual work. In the event it succeeds the materials gathered are taken and a structure is made of them  or similar materials, if not a greater portion of a build is made using this ritual casting. However, if the rolls fail to meet the standards needed then the materials are spirited away into nothingness. In the event of a Critical spell failure of this ritual the group or faction attempting this rite are to unclaim land 3 times, as the spirits of magic or any deity in question at play would have taken more than would have been gained. This ritual casting may be attempted only once a year in game (1 time per every IRL month). Said ritual is to be conducted in the presence of a Staff Member or an Admin to ratify its attempt, success, and/or failure.