Marcus is able to conjure and manipulate sparks and smoke at will within a range of about 15 foot radius. This particular spell is small-time and more aesthetic than practical, but makes for good fine tuned practice and can create quick distractions in a fraught situation by temporary blinding a single target, or creating a distraction.
SPARK AND SHADOW;
Marcus summons a dense cloud of ash, effecting an area of a 30 foot radius, although dispersing towards the edges of that radius. Anyone caught in this cloud will be temporarily blinded and struggle to breathe, and anyone outside of it will have difficulty seeing anyone else within it. Marcus has minimal control over the cloud once it is summoned, and struggles to see through it and breathe himself.
FADE STEP;
Marcus is able to move through the Fade at a very fast rate at a short distance. The duration is about two seconds, the distance is around 20 feet. The practical effect is his physical body seems to resemble the same substance as a rush of smoke, allowing him a limited ability to pass through obstacles, i.e., 'through' people, trees, the edge of a wagon, but not through a solid wall. When passing through a creature, that creature suffers about the same as you'd expect from a big gust of dirty fire-smoke hitting you in the face, with a low amount of fire damage taken.
DARKER CORNERS;
When fighting at night, in dim lighting, in caves, etc, Marcus and allies are a little harder to see by their enemies, cloaked in a smokey illusion of light obscurity. Ranged and melee strikes against them in such environments have reduced accuracy.
Marcus can create a fissure in the earth within sight and range (50 feet). This fissure is about ten feet long, and two feet wide, and ten feet deep. Practical uses of this being disabling transports, toppling someone into a pit if they are unable to move fast enough, or even creating a makeshift trench for whatever purpose.
RIVERS OF FIRE;
Marcus creates a long fissure running through the ground, a line of about 30 feet, between two points within a range that he can see clearly within 100 feet. From this fissure, an eruption of fire, molten lava, and thick ash jettisons from the earth. After this initial burst, lava continues to swell out from the earth, and Marcus has some telekinetic control over it -- he can redirect these rivers to slowly progress in the directions of his choosing. After about ten to fifteen minutes, the lava has developed too much of a crust to flow, and he loses control over it, at which point it disintegrates.
MINOR TREMORS;
A short-range seismic disturbance. Marcus creates an earthly temor around him in a 30 foot radius centred on his point, shaking people and structures in contact with the ground. This disturbance unsteadies everyone in range, making them much easier to target for attacks. Given the non-discriminatory nature of this spell, this is best used in a calculated manner, i.e., when enemies are running up on their defense and allies have a chance to brace themselves, or if enemies are on horseback and the horses are likely to spook, and such. Structures may take some minor damage, depending -- a rickety shack or tent would collapse, but a stone fort would probably just have a few things tip off a shelf. The duration continues for as long as Marcus wishes, and he can stop and start this effect as necessary.
STEADY FOOTING;
Marcus and his allies reap the benefits of his presence in battle when it comes to granting resistance to his own effects by drawing on the strength of the earth itself. All warriors that Marcus considers allies, as well as Marcus himself, are less effected by spells such as From Beneath's earthquake effects and the Minor Tremors debuffs. This effect is not granted to bystanders, animals, or people he is fighting with for the first time.
FROM BENEATH;
For the duration of one minute, Marcus creates an intense tremor that rips through the ground in a 100-foot-radius circle centered on his point, shaking people and structures in contact with the ground in that area. Everyone in that area have a 50% chance of falling to the ground from the force of it, and structures are in danger of collapse depending on how old or well-made they are. Everything within these structures tends to fly off the shelves and collapse.
If he is able to concentrate on this spell for more than a minute, this spell creates fissures in the ground, about ten feet deep and ten feet long, and a few feet wide. From these fissures, noxious gas and smoke begins to rise, affecting everyone in proximity with the Breathing Brimstone effect.
This spell creates a field that drains life from nearby enemies to heal the mage for as long as the spell is active. Each time an enemy is drained, the spell consumes a small amount of Marcus' magical stamina/energy.
STOIC
This spell harnesses pain and transforms it into power, restoring magical stamina whenever Marcus suffers damage.
ELEMENTAL CHAOS
Marcus creates a field of chaotic, swirling energy that continuously harms nearby enemies with damage from each of the elements in turn for as long as this spell is active. The spell consumes magical stamina rapidly.
ELEMENTAL REDIRECT
When targeted with elemental (fire, lightning, cold, etc) damage, Marcus can cast this spell to absorb and disperse this damage into a damaging radial effect, if less concentrated/powerful than the original strike.
KINETIC AGGRESSION
Marcus can sheath his melee strikes with raw chaotic magic, lending extra impact on successful hits with a weapon. The weapon must be a spellcasting tool, such as a mage staff.
TEPHRA; smoke.
TEPHRA; earth.
Marcus creates a long fissure running through the ground, a line of about 30 feet, between two points within a range that he can see clearly within 100 feet. From this fissure, an eruption of fire, molten lava, and thick ash jettisons from the earth. After this initial burst, lava continues to swell out from the earth, and Marcus has some telekinetic control over it -- he can redirect these rivers to slowly progress in the directions of his choosing. After about ten to fifteen minutes, the lava has developed too much of a crust to flow, and he loses control over it, at which point it disintegrates. A short-range seismic disturbance. Marcus creates an earthly temor around him in a 30 foot radius centred on his point, shaking people and structures in contact with the ground. This disturbance unsteadies everyone in range, making them much easier to target for attacks. Given the non-discriminatory nature of this spell, this is best used in a calculated manner, i.e., when enemies are running up on their defense and allies have a chance to brace themselves, or if enemies are on horseback and the horses are likely to spook, and such. Structures may take some minor damage, depending -- a rickety shack or tent would collapse, but a stone fort would probably just have a few things tip off a shelf. The duration continues for as long as Marcus wishes, and he can stop and start this effect as necessary. Marcus and his allies reap the benefits of his presence in battle when it comes to granting resistance to his own effects by drawing on the strength of the earth itself. All warriors that Marcus considers allies, as well as Marcus himself, are less effected by spells such as From Beneath's earthquake effects and the Minor Tremors debuffs. This effect is not granted to bystanders, animals, or people he is fighting with for the first time. For the duration of one minute, Marcus creates an intense tremor that rips through the ground in a 100-foot-radius circle centered on his point, shaking people and structures in contact with the ground in that area. Everyone in that area have a 50% chance of falling to the ground from the force of it, and structures are in danger of collapse depending on how old or well-made they are. Everything within these structures tends to fly off the shelves and collapse.
If he is able to concentrate on this spell for more than a minute, this spell creates fissures in the ground, about ten feet deep and ten feet long, and a few feet wide. From these fissures, noxious gas and smoke begins to rise, affecting everyone in proximity with the Breathing Brimstone effect.
BATTLEMAGE.
This spell creates a field that drains life from nearby enemies to heal the mage for as long as the spell is active. Each time an enemy is drained, the spell consumes a small amount of Marcus' magical stamina/energy.
This spell harnesses pain and transforms it into power, restoring magical stamina whenever Marcus suffers damage.
Marcus creates a field of chaotic, swirling energy that continuously harms nearby enemies with damage from each of the elements in turn for as long as this spell is active. The spell consumes magical stamina rapidly.
When targeted with elemental (fire, lightning, cold, etc) damage, Marcus can cast this spell to absorb and disperse this damage into a damaging radial effect, if less concentrated/powerful than the original strike.
Marcus can sheath his melee strikes with raw chaotic magic, lending extra impact on successful hits with a weapon. The weapon must be a spellcasting tool, such as a mage staff.