Spellbinders are known for crafting magic spells, and preserving arcane knowledge all across Pannotia.
Overview
The academics of the magical world, Spellbinders participate and lead in the study of the craft of spell-making. They studiously catalogue magical knowledge and the art of spellcraft. Spellbinders have the distinct ability to tease out the required magical words to solidify spells. Their magic supports the spellbinder’s goals of preserving and protecting magical knowledge. The first known spellbinder went by the name of Louisa Pearson, who was responsible for extensive work on early technomancy spells. While earlier spellbinders have been lost to the dark ages of history, their collaborative nature remains with the existence of mage covens and the regular meetings between magical schools. Spellbinders can usually be found organizing their local mages into working groups, or working with academic institutions to assist in the preservation of knowledge.
Spells
Tier One Spells
| Name
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Spell
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Cooldown
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Action Type
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| Off the Page
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Spellbinders can cause ink collected in written work to temporarily leap off the page and splatter over a person’s face. The Caster rolls their Mystic Total against the Opponent’s Dexterity Total, and on a successful roll the ink remains over the individual’s face for two turns, causing a temporary blindness, applying the Blindness Debuff. Once the duration is ended, the ink retreats back to the chosen work, restoring the page.
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Once per combat
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Action
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| Runic Mastery
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Through the usage of ancient texts and mystical scrolls, the Spellbinder has gained an understanding of the runes typically used in all spellcraft. They are able to summon manifestations of these to act as flying blades, able to cast out 3 at once to up to 3 different opponents. Roll Mystic Total against Opponent’s Dexterity Total. Each successful hit deals 1d4 Damage.
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1 hour
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Action
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| Library Nook
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Each Spellbinder has access to a single pocket dimension, a sprawling library that transforms and shifts every second. However, they have gained a single corner, able to store any items of their choosing as long as it can reasonably be set through the size of a book. This includes weaponry, money, alchemy, and anything else reasonable. No one else may access the Caster’s Nook.
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Passive
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N/A
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Tier Two Spells
| Name
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Spell
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Cooldown
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Action Type
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| At Your Fingertips
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An academic at heart, knowledge seeks to enter the minds and hearts of all Spellbinders. The Spellbinder gains access to the Royal Archives of Ironhurst as in the Tier Two Investment of the Academics Talent. When seeking out knowledge in this, they must think deeply of what they’re after, holding out their hands as the information they seek barrels towards them.
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Passive
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N/A
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| Nom de Plume
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This spell is used to identify the author of a written document. To cast this spell, the caster needs to hold the physical document and a blank strip of paper. Once cast, the spell reveals the name of the author on the strip of paper. It's important to note that as soon as the name is revealed, the strip of paper will last for three emotes and start to burn away after the duration. Additionally, the "Copycat" spell cannot duplicate the strip. This Ability may be used to see through up to Tier Two Black Market Forgeries. This ability can only be used once daily.
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Once per day
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Action
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| Lost in a Book
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The Caster utilizing their mastery over the many forms of runes are able to send the a blanket of energy flying through the air towards an individual of their choosing within a 10 block range, the many runes wrapping around their entire body, preventing all actions for as long as they remain enveloped. Roll Mystic Total against your Opponent’s Strength Total each turn, though for as long as you’re successful the Opponent is unable to take any action. During the duration of this Ability, the Spellbinder is unable to use any other ability or make any other action, doing so causing Lost in a Book to fail immediately. This may only be used once per day.
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Once per day
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Action
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Tier Three Spells
| Name
|
Spell
|
Cooldown
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Action Type
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| A Thousand Cuts
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Summoning the power of a thousand miniature runes, they act as a tornado of potentia energy, throwing themselves at the Spellbinder’s whims. The Caster is able to choose between two effects, each utilizing a different form of potentia and runic power.
- Throwing the runes at another, the Caster rolls their Mystic Total against the Opponent’s Dexterity Total. If successful, roll 2d8 Damage.
- Circling another Mystic User, the potentia from their surroundings is drawn into the runes, the Spellbinder able to copy any Spell from that other Caster. This lasts for only one casting of the copied spell.
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2 days
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Action
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| The Magic Word:
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Spellbinders can connect with ambient potentia and decipher words of power. This allows the Spellbinder, alongside another Mystics User at any tier investment to create their own spell, unique to them. Creating a spell involves:
- Clear goals.
- The desired spell’s function.
- Collaboration between two casters of varying expertise.
The Spellbinder and their partner must collaborate to craft spells, combining specific words with precise hand movements or other amplifiers. A single caster cannot create a spell alone. If you are a Spellbinder and wish to initiate the spell-creation process, you must submit a request ticket. Additionally, you need to have a caster partner and have participated in role-play related to the spell's creation. Depending on the tier of Caster the partner is, may determine the strength and duration of the spell created. Tier One mages will result in a weaker spell, Tier Two mages will have a middling result, while Tier Three mages will have fully powered spells. This all falls to DM discretion.
Once the spell is crafted, it enters a pool of crafted spells. All Tier 3 Spellbinders can replace The Magic Word in their grimoire with one of these spells, but must wait a minimum of one week to swap again.
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Passive
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N/A
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| Potentia’s Portal
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Utilizing the pocket dimension within the Library Nook, the Spellbinder is able to rip their grimoire apart, tethered by magical influence. This widens enough to allow the Caster and and their allies to step through, able to appear anywhere within a 15 block range in an unoccupied, open space, even through obstacles. The portal remains open for two turns, closing at the end of the Caster’s second. Should an unwelcome guest attempt to enter, per the Caster’s demand, they are denied, the portal closing for them. This ability may be used freely outside of combat, but cannot be used to break into buildings.
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Once per combat
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Action
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| Accreditation |
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| Writers |
Lore Team |
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| Processors |
Lore Team |
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| Last Editor |
Bimberi on 05/11/2025. |
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