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	<updated>2026-04-16T21:25:19Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wydds.wiki/w/index.php?title=Illuminator&amp;diff=7473</id>
		<title>Illuminator</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Illuminator&amp;diff=7473"/>
		<updated>2023-12-17T12:26:12Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Attunement&lt;br /&gt;
|compound=Peace&lt;br /&gt;
|mana1=Light&lt;br /&gt;
|mana2=Water&lt;br /&gt;
|mana3=Air&lt;br /&gt;
|location=Caelford&lt;br /&gt;
|spire=Tiger Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Illuminator''' [[attunement]] specializes in emotional shielding and peacekeeping. In addition to shielding against and cancelling negative effects like Fear and paralysis, Illuminators are known for their use of peace mana, and can become a beacon of peace to those around them. Illuminators have a primary [[mana]] type of [[light mana]] and a secondary of [[water mana]], which can be combined to make [[peace mana]]. At citrine, they gain access to [[air mana]]&amp;lt;ref name=aa3-a4&amp;gt;''The Torch that Ignites the Stars'' Appendix 4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The Illuminator attunement is most commonly found in the [[Tiger Spire]] in [[Caelford]]&amp;lt;ref name=aa3-a4 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Beneficial Aura ===&lt;br /&gt;
&lt;br /&gt;
Illuminator auras are passive and always active, unless they're deliberately disabled. They're basically an extension of the Illuminator's shroud. It is a &amp;quot;passive beneficial aura&amp;quot; type attunement. &amp;lt;ref&amp;gt;Andrew Rowe - tentatively, ''Climber's Court Discord'', https://discord.com/channels/443421134109671424/578706502001360897/1125847580555882516.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Illuminators ==&lt;br /&gt;
&lt;br /&gt;
* None&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Shadow&amp;diff=7472</id>
		<title>Shadow</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Shadow&amp;diff=7472"/>
		<updated>2023-12-17T12:18:34Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Shroud Attunement]]{{Attunement&lt;br /&gt;
|compound=Void&lt;br /&gt;
|mana1=Umbral&lt;br /&gt;
|mana2=Enhancement&lt;br /&gt;
|mana3=Death&lt;br /&gt;
|location=Valia&lt;br /&gt;
|spire=Serpent Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Shadow''' [[attunement]] is a [[:Category:Shroud Attunement|shroud-based attunement]] designed for stealth, with a focus offensive illusions. Shadows are known for creating solid illusions, something other stealth and illusion-based attunements are incapable of. Additionally, Shadows are the only attunement to have access to [[void mana]], allowing them to suppress others' magic. The shadow attunement grants the attuned access to [[umbral mana]] and [[enhancement mana]], along with their combination: [[void mana]]&amp;lt;ref name=aa2-r&amp;gt;''On the Shoulders of Titans'' Recap - Attunements&amp;lt;/ref&amp;gt;. At citrine, it grants access to [[death mana]]. The shadow attunement is most commonly found in the [[Serpent Spire]] in [[Valia]]&amp;lt;ref name=aa2-r /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Void Shroud ===&lt;br /&gt;
&lt;br /&gt;
The unique function for the Shadow attunement is the ability to infuse Void through their shroud to negate spells passing through the shroud&amp;lt;ref&amp;gt;Jace the Red (Kester), ''Climber's Court Discord'', https://discord.com/channels/443421134109671424/671378758573359125/793362627547496459.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Shadows==&lt;br /&gt;
&lt;br /&gt;
* [[Kyra Dyson]]&lt;br /&gt;
* [[Wu Meilin]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* [[Lorian Heights Academy]] relies heavily on shadows and [[illusionists]] for most of their testing&amp;lt;ref name=aa1-11&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Elementalist&amp;diff=7471</id>
		<title>Elementalist</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Elementalist&amp;diff=7471"/>
		<updated>2023-12-17T12:13:40Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Lightning&lt;br /&gt;
|mana1=Fire&lt;br /&gt;
|mana2=Air&lt;br /&gt;
|mana3=Water&lt;br /&gt;
|location=Valia&lt;br /&gt;
|spire=Serpent Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Elementalist''' [[attunement]] is designed for offensive combat. Elementalists are known for using high-powered fire and lightning spells. The elementalist attunement grants the attuned access to [[fire mana]] and [[air mana]], along with their combination: [[lightning mana]]&amp;lt;ref name=aa2-r&amp;gt;''On the Shoulders of Titans'' Recap - Attunements&amp;lt;/ref&amp;gt;. At citrine, it grants access to [[Water mana]] and [[earth mana]], giving it four basic mana types, rather than the typical three&amp;lt;ref name=aa3-10&amp;gt;''The Torch that Ignites the Stars'' Chapter 10&amp;lt;/ref&amp;gt;. The Elementalist attunement is most commonly found in the [[Serpent Spire]] in [[Valia]]&amp;lt;ref name=aa2-r /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Shroud Charging ===&lt;br /&gt;
&lt;br /&gt;
Once the attuned gains access to a shroud at carnelian, they gain the ability to charge their shroud with fire or lightning mana. This can have dramatic effects, such as melting bullets that approach them (in the case of fire), or deflecting magical projectiles and electrocuting anyone they touch (in the case of lighting)&amp;lt;ref name=aa2-11&amp;gt;''On the Shoulders of Titans'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Auto Mixing ===&lt;br /&gt;
&lt;br /&gt;
The Elementalist attunement helps the attuned by taking the burden of mixing fire and air together for lightning mana and does it automatically.&lt;br /&gt;
&lt;br /&gt;
== Notable Elementalists ==&lt;br /&gt;
&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Antonia Meltlake]]&lt;br /&gt;
* [[Rupert Kent]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Wrynn_Jaden&amp;diff=7467</id>
		<title>Wrynn Jaden</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Wrynn_Jaden&amp;diff=7467"/>
		<updated>2023-12-15T19:53:42Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Aliases=Prime Lady of Shadows&lt;br /&gt;
|Titles=Witch of a Thousand Shadows&lt;br /&gt;
|continent1=Artinia&lt;br /&gt;
|continent2=Mythralis&lt;br /&gt;
|other-powers=Spirit Arts&lt;br /&gt;
|Series=[[Arcane Ascension]], [[War of Broken Mirrors]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Wrynn is a woman covered in tattoos with black eyes. Her eyes look like a Rethri's, meaning they lack a sclera. She has dark hair. Wrynn has epicanthic folds.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Wrynn never gives things away for free, especially information. She picks her own locks claiming that keys are &amp;quot;a hassle to keep track of.&amp;quot; Wrynn likes collecting knives and daggers. Wrynn is notoriously strange. She is not afraid to admit to that many &amp;quot;bad people&amp;quot; involved in organized crime owe her favours.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
Wrynn Jaden was born on Artinia. As a teenager she was &amp;quot;practically adopted&amp;quot; by Aendaryn, the god of blades, who she refers to as the Seven-Branched Sword Deity. She has a seal that connects her to a worldmaker. The seal restricts the god from escaping into the world.&lt;br /&gt;
&lt;br /&gt;
=== [[Defying Destiny]] ===&lt;br /&gt;
As of Defying Destiny, Wrynn has spent about 30 years actually doing things whilst alive. She has spent a lot more time in long term stasis, sometimes decades at a time.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Wrynn uses spirit arts generally. She also claims to have some dominion marks. As the Prime Lady of Shadow she has impressive shadow sorcery. [[Taelien Salaris|Keras]] believes her to be equal to him in strength and far more flexible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spirit Arts ====&lt;br /&gt;
Wrynn has a number of dedications and spirit arts. Many of her powers can not be used and her most powerful spirit arts are closer to the seal. Dedications are little sections of the spirit set towards a specific purpose.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Eight-Part Barrier'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Eight-Part Barrier' is one of the spirit arts that Wrynn is capable of using. This created a shimmering field in the shape of an eight-sided polyhedron, which glimmered and rotated. It is meant to protect against spiritual threats. The barrier also helps prevent people sensing what is inside. &lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Seven-Branched Seal'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Seven-Branched Seal' is a spirit art that stabilizes Wrynn's seal. This spell sends agony down her star veins. &lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Twin-Body Technique'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Twin-Body Technique' creates a near identical copy of Wrynn. Copy-Wrynn requires a large amount of spiritual essence to maintain and if Copy-Wrynn uses spirit arts there will be even more essence used. Wrynn can reclaim whatever essence is left when she dismisses the spell. Wrynn can mentally communicate with the copy.&lt;br /&gt;
 &lt;br /&gt;
'''Spirit Art: Form of the Silent Wraith'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Form of the Silent Wraith' makes Wrynn invisible and intangible. &lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Stasis'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Stasis' keeps things in their current state. Wrynn can use this without risk of overtaxing her spirit. This can be used to prevent people dying. &lt;br /&gt;
&lt;br /&gt;
'''Quartz Sight'''&lt;br /&gt;
&lt;br /&gt;
Quartz Sight is a technique from House Quartz. The technique allows Wrynn to see what dominions people have the potential to use. &lt;br /&gt;
&lt;br /&gt;
'''Poison Removal'''&lt;br /&gt;
&lt;br /&gt;
Wrynn can burn out poison with a hint of spiritual power. &lt;br /&gt;
&lt;br /&gt;
'''Unnamed Healing Spirit Art'''&lt;br /&gt;
&lt;br /&gt;
Wrynn mentioned that she has a spirit art that would heal her faster than a shadeweave tunic but she couldn't afford to use more energy. She also has a weak spirit art that provides minimal healing.&lt;br /&gt;
&lt;br /&gt;
'''Detection Spirit Art'''&lt;br /&gt;
&lt;br /&gt;
Wrynn has a spirit art that can detect people and traces of spells.&lt;br /&gt;
&lt;br /&gt;
'''Ability Copying Spirit Art'''&lt;br /&gt;
&lt;br /&gt;
According to Keras, Wrynn uses a combination of spirit and shade magic with a spirit art to duplicate the abilities of others. She has demonstrated this through touch.&lt;br /&gt;
&lt;br /&gt;
'''Spiritual Awareness'''&lt;br /&gt;
&lt;br /&gt;
Wrynn has a sense for spirits and shades and mentions that it comes from strengthening the spirit.&lt;br /&gt;
&lt;br /&gt;
'''Sakki'''&lt;br /&gt;
&lt;br /&gt;
Wrynn's sakki, her killing intent, is not an attack but feels like one. It is a wide area suppression technique with overwhelming darkness. This technique made Corin feel like his soul was being strangled. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unspecified Abilities ====&lt;br /&gt;
Wrynn has a number of abilities that have not been explained. These may be spirit arts or dominion sorcery and have been grouped together due to lack of knowledge.&lt;br /&gt;
&lt;br /&gt;
'''Speed Enhancement'''&lt;br /&gt;
&lt;br /&gt;
Wrynn has an ability that drastically boosts her speed to the point she blurs whilst moving.&lt;br /&gt;
&lt;br /&gt;
'''Glyphs'''&lt;br /&gt;
&lt;br /&gt;
Wrynn can produce glyphs in the air whilst punching. It is unknown what this does.&lt;br /&gt;
&lt;br /&gt;
'''Physical Enhancement'''&lt;br /&gt;
&lt;br /&gt;
Wrynn can enhance her strength producing an inner light in the part she enhances.&lt;br /&gt;
&lt;br /&gt;
'''Aura'''&lt;br /&gt;
&lt;br /&gt;
Wrynn can wrap her body in an inky black aura. She can also do the same with shadows.&lt;br /&gt;
&lt;br /&gt;
'''Knife Control'''&lt;br /&gt;
&lt;br /&gt;
Wrynn can control knives and make them float under her command. &lt;br /&gt;
&lt;br /&gt;
'''Shadow Burst'''&lt;br /&gt;
&lt;br /&gt;
Wrynn can release bursts of shadowy force from her hands. &lt;br /&gt;
&lt;br /&gt;
'''Shadow Web'''&lt;br /&gt;
&lt;br /&gt;
Wrynn can create a web of shadows that are created with a touch and then connect to the ground.&lt;br /&gt;
&lt;br /&gt;
'''Shadow Ribbons'''&lt;br /&gt;
&lt;br /&gt;
Wrynn can produce ribbons of darkness that slice through matter.&lt;br /&gt;
&lt;br /&gt;
'''Teleportation'''&lt;br /&gt;
&lt;br /&gt;
Wrynn can teleport and produces a burst of smoke at the same time. This smoke can be rainbow coloured. &lt;br /&gt;
&lt;br /&gt;
'''Anti-Divination'''&lt;br /&gt;
&lt;br /&gt;
Wrynn uses anti-divination abilities to hide herself from magical tracking.&lt;br /&gt;
&lt;br /&gt;
'''Shadeweaves'''&lt;br /&gt;
&lt;br /&gt;
Wrynn can produce shadeweave tunics. A shadeweave tunic is a shirt made from a shade, taken from herself (or if she is making one for another - a bit of their shade) and a silvery thread which is made from metal and magic. Shadeweave tunics have healing abilities which restore the wearer to their healed state.&lt;br /&gt;
&lt;br /&gt;
'''Void'''&lt;br /&gt;
&lt;br /&gt;
When Wrynn said the word &amp;quot;void&amp;quot; her hands turn the same black as void magic and void essence spreads through whoever she touches. Void essence excels at cancelling out magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Seal ====&lt;br /&gt;
&lt;br /&gt;
Wrynn has a seal on her body that prevents a worldmaker from escaping into the world. The centre of the seal is a single huge mark between her shoulder blades that spreads outwards. The worldmaker strains against the seal and Wrynn frequently needs to go into stasis so the seal can recover. This seal has drastically weakened Wrynn and her powers can not be used freely for fear of straining the seal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Spirit Containers =====&lt;br /&gt;
&lt;br /&gt;
Wrynn has marks that contain pieces of other people's spirits. The spirit pieces have been freely given to Wrynn over the years. Wrynn is connected to everyone she has a spirit piece from. Wrynn has the ability to tear spirit pieces from a person but it is painful for the person losing the spirit fragment. The more different the spirit fragment's composition the better for the seal as it takes the worldmaker more effort to figure out how to &amp;quot;unlock&amp;quot; each mark. In Defying Destiny, when Taelien joked that Wrynn should be called The Witch of a Thousand Souls, she revealed she had seven hundred and eighty eight spirit pieces. Wrynn believes she could possibly use the spirit pieces to use minor abilities from the origin of the spirit but they are better served as reinforcements for the seal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion Marks ====&lt;br /&gt;
&lt;br /&gt;
Wrynn has said that she has a few dominion marks but they do little to help the seal as they just draw &amp;quot;energy without form.&amp;quot; Dominion marks connect a thing to a dominion so Wrynn likely has connections to a few dominions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
;The Jaden Box&lt;br /&gt;
&lt;br /&gt;
A container with an extra-dimensional pocket space that can store anything that can fit within its mouth and summon it back. It differs from most storage items in that it can store and retrieve items individually, as opposed to the normal everything in the same space and retrieved all at once. Additionally, it can be used to summon an individual as long as it has a full charge and the summoning individual has something linked to the individual being summoned. To store an item one must say &amp;quot;Store: [Item Name]&amp;quot; and then they can be retrieved with &amp;quot;Retrieve: [Item Name]&amp;quot; or &amp;quot;Retrieve: All Items&amp;quot; to summon all items. To summon a person or living entity the phrase &amp;quot;Summon: [Name]&amp;quot; is used. Wrynn also has many items stored within the Jaden Box including various knives and daggers as well as healing potions, sets of armour, bars of metal and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Shadeweave ====&lt;br /&gt;
&lt;br /&gt;
Wrynn makes shadeweave tunics. Wrynn's is a shirt made from her shade and a silvery thread which is made from metal and magic. Shadeweave tunics have healing abilities which restore the wearer to their healed state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Elemental Knives ====&lt;br /&gt;
&lt;br /&gt;
Wrynn has a collection of knives that flash with elemental energy as they make contact with her target. One of them is flame based.&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Velas_Jaldin&amp;diff=7466</id>
		<title>Velas Jaldin</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Velas_Jaldin&amp;diff=7466"/>
		<updated>2023-12-15T19:53:10Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|Aliases=Silk&lt;br /&gt;
|dominion-sorcery1=Motion&lt;br /&gt;
|dominion-sorcery2=Sound&lt;br /&gt;
|dominion-sorcery3=Sight&lt;br /&gt;
|Species=Human&lt;br /&gt;
|continent1=Mythralis&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[War of Broken Mirrors]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
=== [[Forging Divinity]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Stealing Sorcery]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Defying Destiny]] ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Taelien Salaris]]&lt;br /&gt;
;[[Lydia Hastings]]&lt;br /&gt;
;[[Aayara Haven]]&lt;br /&gt;
 &lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Velas is a dominion sorcerer who uses motion sorcery, sound sorcery, a little sight sorcery and a mysterious power that she does not fully understand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Motion ====&lt;br /&gt;
Using motion sorcery costs speed temporarily and acclimating to it helps passively increase speed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Sound ====&lt;br /&gt;
Sound sorcery temporarily weakens hearing. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Sight ====&lt;br /&gt;
Velas learned a small amount of sight sorcery from Jonan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Unidentified Dominion ====&lt;br /&gt;
Velas has a strange, unknown power which she can use to remove foreign spells from her body. This power can hurt Vae'kes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Artifact Sorcery ====&lt;br /&gt;
Velas has some marks which link her to various dominion marked items. These marks allow her to activate effects with specific 'Eru' phrases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
;Heartlance&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Tristan_Cadence&amp;diff=7465</id>
		<title>Tristan Cadence</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Tristan_Cadence&amp;diff=7465"/>
		<updated>2023-12-15T19:52:36Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Aliases=Mysterious Book Entity, Mysterious Brother Entity&lt;br /&gt;
|attunement1=Sovereign&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Occupation= Voice of the Tower ([[Serpent Spire]]), Whisper of Tenjin, Member of the Ascension Faction of Whispers&lt;br /&gt;
|nation1=Valia&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Arcane Ascension]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Tristan Val Cadence is the older brother of Corin Cadence and Sera Cadence, the eldest son of [[Magnus Cadence]] and [[Laura Lyran]]. He has the [[Sovereign]] attunement at at least the [[Sunstone]] level, and was instrumental in the capture of Visage [[Tenjin]]. He is currently trapped within the [[Serpent Spire]] by a brand that will detonate should he try to leave.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
;As the Voice of the Tower:&lt;br /&gt;
Seemingly no physical body, just air. A hooded robe with white stars on blue cloth&amp;lt;ref name=&amp;quot;aa1-4&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 4&amp;lt;/ref&amp;gt; .&lt;br /&gt;
&lt;br /&gt;
;As Tristan&lt;br /&gt;
Tristan has long brown hair and is described as being taller than Magnus Cadence even at the age of fourteen&amp;lt;ref name=&amp;quot;aa1-5&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 5&amp;lt;/ref&amp;gt;. He is an athletic physique.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Corin describes Tristan lovingly &amp;quot;that was Tristan to his core. He was always trying to lift me up, even at his own expense&amp;quot; but also claims that that Tristan had &amp;quot;never been the gentle sort.&amp;quot; Tristan has a flair for dramatics and is very confident. Tristan is shown to frequently laugh. He can maintain composure even in the face of Mizuchi. Sera reveals that Tristan was cruel to her and hurt her.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
&lt;br /&gt;
Tristan was born the first child of Magnus Cadence and Laura Lyran. He was put through training to succeed at a Judgement. He completed his Judgement so successfully that a Whisper of Tenjin offered to give Tristan a rare Attunement and for Tristan to become a Whisper. Tristan agreed wishing to make the spires less lethal and better. At some point he becomes bitter and disillusioned learning about how the Tyrant in Gold doesn't control the entire world and begins to view the visages as tyrants themselves. As a Whisper of Tenjin, Tristan had to set up unfair test rooms that were designed to kill the climbers but he could not stand to keep watching on. Tristan begins to work with the Whispers of Wydd, the visage of forbidden knowledge. Tenjin allows Tristan to meet with Laura and Tristan gives her a book that allows for communication. At some point, a brand is placed on Tristan by Wydd to prevent him leaving the spire. Tristan has a mysterious backer supporting his goals. Tristan also managed to help capture Tenjin which gave him a degree of importance within the Ascension faction. The goal of the Ascension faction is to raise every person to be far stronger, not just those who survive a Judgement.&lt;br /&gt;
&lt;br /&gt;
=== [[Sufficiently Advanced Magic]] ===&lt;br /&gt;
&lt;br /&gt;
During his [[judgment]], [[Corin Cadence|Corin]] finds a magical book through which he can communicate with a 'mysterious book entity', the Voice of the Tower. After Vera stops Corin from taking a regular exit out of the spire, the Voice shows him a switch in a wall, leading him into a Room of Attunement. He instructs Corin to drink from the fountain in the middle of the room to receive an [[attunement]] and plunges the rusty sword Corin found earlier into the water, revealing [[Selys-Lyann]]. Telling Corin to seek [[Lyras Orden]] and explain to her what happened, he turns to leave. Upon being asked about his brother's whereabouts by Corin, he denies having knowledge of it&amp;lt;ref name=&amp;quot;aa1-4&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== [[On the Shoulders of Titans]] ===&lt;br /&gt;
=== [[The Torch that Ignites the Stars]] ===&lt;br /&gt;
=== [[The Silence of Unworthy Gods]] ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Magnus Cadence]]: Tristan's father. &lt;br /&gt;
;[[Laura Lyran]]: Tristan's mother.&lt;br /&gt;
;[[Corin Cadence]]: Tristan's younger brother.&lt;br /&gt;
;[[Sera Cadence]]: Tristan's younger half-sister. According to Sera, Tristan has abused her in the past under the guise of 'training' her, going so far as to breaking her arm when she was eleven years old. Even after this, he continued his treatment of her. She rationalizes this as him trying to emulate his father&amp;lt;ref name=&amp;quot;aa4-2&amp;quot;&amp;gt;''The Silence of Unworthy Gods'' Chapter 2&amp;lt;/ref&amp;gt;.  &lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
;[[Derek Hartigan]]: Being around the same age, Tristan and Derek were friends before the former's disappearance at 17. &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Sovereign]]&lt;br /&gt;
||Umbral&lt;br /&gt;
||Death&lt;br /&gt;
||&lt;br /&gt;
||Can control or draw power from other attunements. Can also absorb power from spells and enchantments, increasing their power&amp;lt;ref name=&amp;quot;aa2-4&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 4&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Sovereign Attunement ===&lt;br /&gt;
Tristan has the Restricted attunement Sovereign which allows him to take power from other Attunements. Sovereign gives access to shadow and death mana which can be combined to form supremacy mana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Supremacy Mana ====&lt;br /&gt;
&lt;br /&gt;
'''Absorb Magic'''&lt;br /&gt;
&lt;br /&gt;
With a touch and the words &amp;quot;absorb magic&amp;quot;, Tristan can absorb magical effects. Tristan managed to absorb Mizuchi's fire breath without the words and then used the flames to surround his blade.&lt;br /&gt;
&lt;br /&gt;
'''Mana Drain'''&lt;br /&gt;
&lt;br /&gt;
Sera noticed Tristan draining some of Mizuchi's mana when they were grappling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Tenjin's Key ====&lt;br /&gt;
Tristan managed to steal power from Tenjin and whilst he lost most of it he managed to keep a hold on a specific part: a mark that Tenjin had that enabled access to restricted parts of the Serpent Spire. This key gives Tristan access to Tenjin's sanctum and control over many parts of the spire. The sanctum has managed to keep out the other visages.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
=== Phoenix Sigil ===&lt;br /&gt;
&lt;br /&gt;
The phoenix sigils are enchanted items made by Corin. A sigil in the shape of a phoenix about the same size of the shield sigils. The phoenix sigil is self-recharging and has a greater capacity than the regular shield sigil. It produces a barrier of grey mana much like the shield sigil. The phoenix sigil has functions for healing injuries and helping to recover mana.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Sheridan_Theas&amp;diff=7464</id>
		<title>Sheridan Theas</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Sheridan_Theas&amp;diff=7464"/>
		<updated>2023-12-15T19:51:59Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|attunement1=Mender&lt;br /&gt;
|attunement2=Necromancer&lt;br /&gt;
|Occupation= Healer, Whisper of Wydd&lt;br /&gt;
|nation1=Valia&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
}}&lt;br /&gt;
Sheridan Theas is the only known [[Necromancer]] in Kaldwyn and is a very powerful healer. They were originally asked to heal [[Sera Cadence]] of her mana scarring, but they have continued to be of assistance to Corin and his allies.&lt;br /&gt;
&lt;br /&gt;
Sheridan is a Whisper of Wydd and &amp;quot;takes after Wydd,&amp;quot; in being non-binary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== [[Sufficiently Advanced Magic]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[On the Shoulders of Titans]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Torch that Ignites the Stars]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Silence of Unworthy Gods]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Elora Theas]]: Sheridan's Sister&lt;br /&gt;
;[[Edrigan Theas]]: Sheridan's Father&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Corin Cadence]]: Sheridan helps Corin throughout the series. Even though they usually demand payment for their services, they seem to like Corin and his friends enough to waive payment in several instances.&lt;br /&gt;
;[[Patrick Wayland]]: TODO &lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]&lt;br /&gt;
||Death&lt;br /&gt;
||Earth&lt;br /&gt;
||&lt;br /&gt;
||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Seiji_Hayden&amp;diff=7463</id>
		<title>Seiji Hayden</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Seiji_Hayden&amp;diff=7463"/>
		<updated>2023-12-15T19:51:33Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|attunement1=Seer&lt;br /&gt;
|attunement-location1=Hand&lt;br /&gt;
|Occupation= Climber&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|nation1=Dalenos&lt;br /&gt;
|Series=[[Shattered Legacy]]&lt;br /&gt;
}}&lt;br /&gt;
Seiji &amp;quot;Sage&amp;quot; Hayden is a [[Seer]] spire climber.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Appropriate for his attunement, Sage likes to think before he acts. However, he can freeze up when overwhelmed.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== [[Crystal Awakening]] ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
;[[Lani]]&lt;br /&gt;
;[[Nieve Yukihara]]&lt;br /&gt;
;[[Emiko]]&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Location||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Seer]]&lt;br /&gt;
||Hand&lt;br /&gt;
||Mental&lt;br /&gt;
||Light&lt;br /&gt;
||Death&lt;br /&gt;
||Seers are capable of divining potential futures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
;Enchanted glasses: Enhances his divination abilities, allowing him to see into tower portals prior to entering them.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Nieve_Yukihara&amp;diff=7462</id>
		<title>Nieve Yukihara</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Nieve_Yukihara&amp;diff=7462"/>
		<updated>2023-12-15T19:50:58Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|attunement1=Champion&lt;br /&gt;
|attunement-location1=Forehead&lt;br /&gt;
|Occupation=Climber&lt;br /&gt;
|Species=Human&lt;br /&gt;
|nation1=Dalenos&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Shattered Legacy]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Nieve Yukihara is one of the main characters in the Shattered Legacy series.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion]]||Enhancement&lt;br /&gt;
||Water&lt;br /&gt;
||Mental&lt;br /&gt;
||Champions focus on both defense and crowd control using ice, and self-buffs using enhancement&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||Light&lt;br /&gt;
||Transference&lt;br /&gt;
||TBA&lt;br /&gt;
||Paladins can draw power from their patron during times of great need.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Champion Attunement ===&lt;br /&gt;
Nieve has the Champion attunement at Citrine level which means she has access to enhancement and water mana, which she can combine into ice mana, and mental mana. Nieve has a shroud, a magical aura that slows down or stops attacks, from her attunement. The attunement mark is on her forehead which means she can cast spells that impact her own body through just mental focus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enhancement Mana ====&lt;br /&gt;
&lt;br /&gt;
'''Enhance Strength'''&lt;br /&gt;
&lt;br /&gt;
'Enhance Strength' doubles her physical strength which makes her stronger and faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Water Mana ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ice Mana ====&lt;br /&gt;
Nieve can form ice mana by mixing her enhancement and water mana. &lt;br /&gt;
&lt;br /&gt;
'''Frost Form'''&lt;br /&gt;
&lt;br /&gt;
'Frost Form' reinforces her skin to be hard to cut and gives resistance to mental attacks. &lt;br /&gt;
&lt;br /&gt;
'''Ice Sword'''&lt;br /&gt;
&lt;br /&gt;
With the word &amp;quot;freeze&amp;quot;, Nieve can grow ice along her sword and it takes the form of a massive, doubled edged blade in the style of a zanbatou. &lt;br /&gt;
&lt;br /&gt;
'''Ice Field'''&lt;br /&gt;
&lt;br /&gt;
Nieve can cover the area around her in ice which surrounds the ankles of her opponents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mental Mana ====&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Magnus_Cadence&amp;diff=7461</id>
		<title>Magnus Cadence</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Magnus_Cadence&amp;diff=7461"/>
		<updated>2023-12-15T19:48:23Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|attunement1=Shaper&lt;br /&gt;
|attunement-location1=Hand&lt;br /&gt;
|attunement-note1= (Former)&lt;br /&gt;
|attunement2=Enchanter&lt;br /&gt;
|attunement-location2=Hand&lt;br /&gt;
|attunement-note2= (Current)&lt;br /&gt;
|Occupation= Head of House Cadence, Duelist&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|nation1=Valia&lt;br /&gt;
|Series=[[Arcane Ascension]]&lt;br /&gt;
}}&lt;br /&gt;
'''Magnus Cadence''' is the current head of [[House Cadence]] and a renowned [[Valia|Valian]] duelist. He's the father of [[Tristan Cadence|Tristan]], [[Corin Cadence|Corin]], and [[Sera Cadence|Sera Cadence]]. He had the [[Shaper]] [[Attunement]] from the [[Serpent Spire]]&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
He is a tall, athletic man with grey eyes and short trimmed black hair with streaks of grey along the temples. He is noted by Corin to be the perfect image of a nobleman&amp;lt;ref name=&amp;quot;aa1-4&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 4&amp;lt;/ref&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Corin describes Magnus as a very deliberate man.&lt;br /&gt;
Like most Valians, he considers combat focused attunements to be of higher value and considers Corin a failure for getting an [[Enchanter]] instead&amp;lt;ref name=&amp;quot;aa1-4&amp;quot; /&amp;gt;. He &amp;quot;trained&amp;quot; Corin ruthlessly which caused broken bones and heavy bleeding leaving permanent scars. &lt;br /&gt;
&lt;br /&gt;
== Familial Relationships ==&lt;br /&gt;
;[[Laura Lyran]]: Laura Lyran is Magnus' former spouse. After Tristan does not return from his Judgment, Laura leaves Magnus and her family behind, taking Sera and her mother with her.&lt;br /&gt;
;[[Tristan Cadence]]: Tristan is Magnus' eldest son who he believes to be dead.&lt;br /&gt;
;[[Corin Cadence]]: Magnus took Corin out of school and beat him over the course of several years to prepare the boy for his[[Judgement]]. This repeated abuse gave Corin trauma and scars that Magnus disregards, due to which they have a very strained relationship.&lt;br /&gt;
;[[Sera Cadence]]: Sera may be the bastard daughter of Magnus. Sera only learns of Magnus being her father when he decides that, due to Corin's perceived failure, she might be a better choice of an heir. &lt;br /&gt;
;[[Alaric Cadence]]: Alaric is Magnus' grandfather.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and Crystal Marks ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaper]]||Earth&amp;lt;ref name=&amp;quot;aa1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
||Enhancement&amp;lt;ref name=&amp;quot;aa1&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
||Perception&lt;br /&gt;
||Shapers are capable of forming mana constructs and shaping mana in the air&amp;lt;ref name=&amp;quot;aa1&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
His Shaper Attunement allows him to create solid objects out of mana that give him versatility in a fight and an edge over other combat focused attunements. Corin noted him as being one of the strongest people he'd ever met. His skills allowed him to earn his reputation as a duelist.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
;Alaric Cadence's Dueling Cane&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Lydia_Hastings&amp;diff=7455</id>
		<title>Lydia Hastings</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Lydia_Hastings&amp;diff=7455"/>
		<updated>2023-12-12T19:33:13Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Aliases=Lydia Scryer &lt;br /&gt;
|Titles=Court Sorceress, Major, The Cryptographer&lt;br /&gt;
|dominion-sorcery1=Knowledge&lt;br /&gt;
|dominion-sorcery2=Protection&lt;br /&gt;
|dominion-sorcery3=Dream&lt;br /&gt;
|dominion-sorcery4=Sight&lt;br /&gt;
|dominion-sorcery5=Travel&lt;br /&gt;
|dominion-sorcery6=Wind&lt;br /&gt;
|Items=Edon's Ring, [[Venlyra]], [[Venora]], [[En-Vamir]]&lt;br /&gt;
|other-powers=Bond with Edon's Ring, Bond with [[Venlyra]], Bond with [[Venora]]&lt;br /&gt;
|continent1=Mythralis&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[War of Broken Mirrors]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Lydia Hastings''' is a Point-of-View character in the [[War of Broken Mirrors]] series. &lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Lydia is a slender young woman with red hair usually held in a bun. She wears spectacles and has freckles. She has green eyes.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
=== [[Forging Divinity]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Stealing Sorcery]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Defying Destiny]] ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Dyson Hastings]]&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Keras Selyrian]]&lt;br /&gt;
;[[Jonan Kestrian]]&lt;br /&gt;
;[[Aladir Ta'thyriel]]&lt;br /&gt;
;[[Velas Jaldin]]&lt;br /&gt;
;[[Erik Tarren]]&lt;br /&gt;
;[[Blake Hartigan]]&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Lydia is a dominion sorcerer with connections to a number of Dominions including knowledge, protection, dreams, sight, wind and travel. She typically uses long chants to help focus her spellcasting. However, following her training with Blake she manages to shorten her chants. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Knowledge ====&lt;br /&gt;
The Dominion of Knowledge is one of the Dominions Lydia routinely uses. Overuse of this Dominion causes Lydia to lose memories. The Dominion of Knowledge helps improve memory. Most of Lydia's identification spells appear as text in her mind.&lt;br /&gt;
&lt;br /&gt;
'''Structural Analysis'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a structural analysis spell which gives her images of the structure she analyses. She uses the chant &amp;quot;Dominion of Knowledge, show me the structure within.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Aura Detection'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a spell which indicates anything with a detectable sorcerous aura. &amp;quot;Dominion of Knowledge, illuminate your sources.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Tracking and Identification'''&lt;br /&gt;
&lt;br /&gt;
Lydia has spells for tracking and identification spells for spells and sorcerers. She can track people based on essence with this chant &amp;quot;Dominion of Knowledge, show me the path to the creature who shares essence with this orb.&amp;quot; Lydia can identify the dominions a person can use with the chant: &amp;quot;Dominion of Knowledge, I invoke you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Revealing'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a spell that lets her find hidden things. The spell helps her find invisible things. The chant Lydia uses is: &amp;quot;Dominion of Knowledge, illuminate the hidden.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Essence Measuring'''&lt;br /&gt;
&lt;br /&gt;
Lydia has spells to measure the flow of essence within a body. The spell shows her lines of differing colours for the dominions in a body with brighter lines showing if that line's dominion is used more frequently. Lydia uses the chant &amp;quot;Dominion of Knowledge, measure the flow of essence within his body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Sae'kes Essence Measuring'''&lt;br /&gt;
&lt;br /&gt;
Lydia developed a spell, specifically for measuring the rate of the flow of essence from Taelien into the Sae'kes. Lydia had to develop the spell because most spells on the Sae'kes fail. The chant Lydia uses is: &amp;quot;Dominion of Knowledge, measure the rate of essence flow into the Sae’kes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Time Detecting'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a spell to determine the time of day. She uses the chant &amp;quot;Identify Local Time of Day.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Detect Illusions'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a 'detect illusions' spell for which she uses the chant &amp;quot;Dominion of Knowledge, illuminate all illusion effects.&amp;quot; The spell reveals illusionary effects.&lt;br /&gt;
&lt;br /&gt;
'''Mental Connection'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a spell that links her mind to another's. She uses the chant &amp;quot;Dominion of Knowledge, link our minds.&amp;quot; This allowed Lydia to speak with another in a combined mental realm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Protection ====&lt;br /&gt;
The Dominion of Protection is one of the Dominions Lydia routinely uses. Overuse of this Dominion causes Lydia to become easily injured. The Dominion of Protection helps bone and skin growth. Lydia can sense protection sorcery. &lt;br /&gt;
&lt;br /&gt;
'''Protective Barrier'''&lt;br /&gt;
&lt;br /&gt;
Protective Barrier is an invisible barrier spell that surrounds the body. One of the base components of the Comprehensive Barrier. Lydia uses the chant &amp;quot;Dominion of Protection, fold against his skin.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Comprehensive Barrier'''&lt;br /&gt;
&lt;br /&gt;
Comprehensive Barrier is an invisible barrier spell that surrounds Lydia's body. The spell is keyed to a knowledge spell invented by Edon, Intuitive Comprehension. The Comprehensive Barrier protects her from damage and teaches her about spells that contact the barrier. This helps her learn to cast spells from new dominions. Lydia chants &amp;quot;Dominion of Protection, fold against my skin and teach me the secrets of the Dominions that assault you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Sphere of Exclusion'''&lt;br /&gt;
&lt;br /&gt;
Lydia mentioned being able to cast a Sphere of Exclusion spell. A Sphere of Exclusion is a high-end protection sorcery designed for inhospitable areas.&lt;br /&gt;
&lt;br /&gt;
''' Key'''&lt;br /&gt;
&lt;br /&gt;
Lydia can form a temporary key for locked doors using protection sorcery. Lydia uses the chant &amp;quot;Dominion of Protection, form a key to this door.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Barrier Reinforcement'''&lt;br /&gt;
&lt;br /&gt;
Lydia can reinforce magical barriers. Lydia uses the chant &amp;quot;Dominion of Protection, reinforce this barrier.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Barrier Repairing'''&lt;br /&gt;
&lt;br /&gt;
Lydia can repair magical barriers and uses the chant &amp;quot;Repair.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Sorcerous Shield'''&lt;br /&gt;
&lt;br /&gt;
Lydia can create a barrier around her with the chant &amp;quot;Sorcerous Shield.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Barrier Reshaping'''&lt;br /&gt;
&lt;br /&gt;
Lydia has demonstrated the ability to reshape the barrier around the Blighted Woods, formed by the goddess Karasalia, to make a temporary gap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Dreams ====&lt;br /&gt;
The Dominion of Dreams is one of the Dominions Lydia uses. Overuse of this Dominion causes Lydia to easily be distracted. She commonly uses dust to carry the spell effects.&lt;br /&gt;
&lt;br /&gt;
'''Nightmares'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a nightmare spell that allows her to inflict someone with a nightmare of a twisted version of events. She uses the chant &amp;quot;Dominion of Dreams, ravage his mind with nightmares of different versions of this confrontation.&amp;quot; Lydia hoped that this spell would mess with memories and it makes memories of the effected unreliable as they have been effected with dream sorcery.&lt;br /&gt;
&lt;br /&gt;
'''Sleep'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a spell that causes people to fall asleep. Lydia uses the very basic chant of &amp;quot;sleep&amp;quot; to cast the spell. &lt;br /&gt;
&lt;br /&gt;
'''Command'''&lt;br /&gt;
&lt;br /&gt;
Lydia managed to change the commands the ruinshades followed with a dream spell. She used the chant &amp;quot;Dreams, seek  and  bear  my message.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Sight ====&lt;br /&gt;
The Dominion of Sight is one of the Dominions Lydia has demonstrated a minimal ability to use. Overuse of this Dominion causes Lydia to lose sight. Lydia managed to use a sight spell after Comprehensive Barrier helps her learn from Jonann's spell.&lt;br /&gt;
&lt;br /&gt;
'''See Through Materials'''&lt;br /&gt;
&lt;br /&gt;
Lydia created a sight spell that allowed her to see inside a wagon. She used the chant &amp;quot;Dominion of  Sight, erase the  image before me, but only for myself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Ranged Vision'''&lt;br /&gt;
&lt;br /&gt;
Lydia can send her vision away from her body with sight sorcery. She moves her finger along a map and her vision moves to the location of her finger. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Wind ====&lt;br /&gt;
Lydia has a connection to the Dominion of Wind. Overusing this dominion causes slight breathing problems.&lt;br /&gt;
&lt;br /&gt;
'''Wind Push'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a wind spell that causes a a jet of wind to push the target backwards. She uses the chant &amp;quot;Air, push him back.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
'''Movement Control'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a spell that allowed her to send a burst of wind and control the movement of objects within it. She used the chant &amp;quot;Wind, rise.&amp;quot; She can also move objects with the wind   with a simple gesture.&lt;br /&gt;
&lt;br /&gt;
'''Lift'''&lt;br /&gt;
&lt;br /&gt;
Lydia has a spell that lets her fly. She uses the simple chant &amp;quot;Lift.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Travel ====&lt;br /&gt;
Lydia has a connection to the Dominion of Travel.&lt;br /&gt;
&lt;br /&gt;
'''Superior Teleportation'''&lt;br /&gt;
&lt;br /&gt;
Lydia can use the Superior Teleportation spell. The spell is a very advanced travel spell. She used this spell to teleport objects and people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Flame ====&lt;br /&gt;
Lydia has used flame sorcery. Using flame sorcery costs body heat.&lt;br /&gt;
&lt;br /&gt;
'''Fire Storm'''&lt;br /&gt;
&lt;br /&gt;
'Fire Storm' creates a swarm of tiny spheres of blue-white flame in the air that descend on Lydia's target. &lt;br /&gt;
&lt;br /&gt;
'''Disperse'''&lt;br /&gt;
&lt;br /&gt;
With the word 'disperse' Lydia tear flames apart.&lt;br /&gt;
&lt;br /&gt;
'''Detonate'''&lt;br /&gt;
&lt;br /&gt;
Lydia can detonate fireballs with the word &amp;quot;burst.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hartigan's Star Prototype 17 ===&lt;br /&gt;
Lydia obtained Hartigan's Star Prototype 17 from Edon after defeating him. The ring is a dominion marked item created by Blake Hartigan. There are three dominion marks on the ring. The first allows the wearer to use the stone to connect with the Dominion of Flame, using the stone’s essence instead of the user’s. The second mark draws continuously from the Dominion of Flame to restore the stone to its full capacity. The third mark prevents the ring from being activated by anyone who is not bonded to it. Lydia has bonded to the ring.&lt;br /&gt;
&lt;br /&gt;
'''Eru volar shen taris'''&lt;br /&gt;
&lt;br /&gt;
Lydia knows the chant that Edon used to create blue-white flames with the Hartigan's Star Prototype 17 ring. If Lydia says &amp;quot;Eru volar shen taris&amp;quot; then there will be a powerful burst of fire from Lydia's hand. Using this causes Lydia to become very cold. The Vae'kes Sterling claims that the flames &amp;quot;might have actually hurt.&amp;quot; The attack became stronger after Lydia trained with Blake Hartigan.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Jonathan_Teft&amp;diff=7454</id>
		<title>Jonathan Teft</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Jonathan_Teft&amp;diff=7454"/>
		<updated>2023-12-12T19:32:40Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|attunement1=Shaper&lt;br /&gt;
|attunement2=Enchanter&lt;br /&gt;
|attunement-location2=Hand&lt;br /&gt;
|Occupation=Instructor at [[Lorian Heights Academy]]&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|nation1=Valia&lt;br /&gt;
|Series=[[Arcane Ascension]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
}}&lt;br /&gt;
'''Lord Jonathan Teft''' is a nobleman instructor at [[Lorian Heights Academy]] and overseer of the Hydra Division. He possesses a Shaper [[Attunement]] which he uses to create [[simulacra]]. He also possesses an [[Enchanter]] attunement that he does not showcase. He appears to have some history with [[Magnus Cadence]] as he winced when his name was mentioned.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
Teft is a conventionally handsome nobleman who dresses unusually. He has blonde hair and perfect teeth along with carefully sculpted eyebrows. His first appearance is during Chancellor Wallace's commencement speech, where he's wearing a bright purple suit and holding a normal wooden cane that he carries around with him everywhere.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
He is a strict teacher who believes that support attuned such as Enchanters shouldn't be allowed into dueling class. Despite his bias, he allows [[Corin Cadence]] to attend his class after proving himself. Teft's tests are designed to surprise his students and force them to think outside the box. He's always testing his students in one form or another. Teft also likes to play around to a certain degree and is quite cocky. Apart from that, Lord Teft takes the well being of his students carefully, reminding them to recharge their shield sigils and making sure that they do not suffer any long lasting damage, sometimes even pushing himself to his limit defending them. His devotion to the goddess is very strong as he was concerned about [[Derek Hartigan]] spiritual health when the latter went to gather information at a casino.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
=== [[Sufficiently Advanced Magic]] ===&lt;br /&gt;
=== [[On the Shoulders of Titans]] ===&lt;br /&gt;
=== [[The Torch that Ignites the Stars]] ===&lt;br /&gt;
=== [[The Silence of Unworthy Gods]] ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Lyras Orden]]:&lt;br /&gt;
;[[Corin Cadence]]:&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and Crystal Marks ===&lt;br /&gt;
Teft possesses a Citrine level Shaper attunemment, one of the best combat focused attunements due to their versatility. He uses this attunement mainly to make simulacra to fight for him. He also possesses an Enchanter attunement which he has not been shown to use at all throughout the series.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaper]]&lt;br /&gt;
||Earth&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
||Enhancement&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;&lt;br /&gt;
||Perception&lt;br /&gt;
||Shapers are capable of forming mana constructs and shaping mana in the air&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter]]&lt;br /&gt;
||Transference&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
||Mental&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;&lt;br /&gt;
||Light&lt;br /&gt;
||Enchanters can imbue items with mana to produce magical effects which differ based on the runes on the item&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Jonan_Kestrian&amp;diff=7453</id>
		<title>Jonan Kestrian</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Jonan_Kestrian&amp;diff=7453"/>
		<updated>2023-12-12T19:32:01Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|Aliases=Scribe&lt;br /&gt;
|Species=Human&lt;br /&gt;
|dominion-sorcery1=Sight&lt;br /&gt;
|dominion-sorcery2=Flame&lt;br /&gt;
|dominion-sorcery3=Sound&lt;br /&gt;
|dominion-sorcery4=Motion&lt;br /&gt;
|continent1=Mythralis&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[War of Broken Mirrors]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Jonan Kestrian ''' is a Point-of-View character in the [[War of Broken Mirrors]] series. &lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Jonan has olive skin with short brown hair. Jonan only has one useable eye and it has been weakened by years of heavy overuse of sight magic.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
&lt;br /&gt;
=== [[Forging Divinity]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Stealing Sorcery]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Defying Destiny]] ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Taelien Salaris]]:&lt;br /&gt;
;[[Lydia Hastings]]:&lt;br /&gt;
;[[Aayara Haven]]:&lt;br /&gt;
;[[Velas Jaldin]]: Jonan has worked with Velas as both serve Aayara. Jonan helps place artifact marks on Velas and they work on enchanting together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
;[[Lavender]]: Lavender is a Vae'kes who burned his home and family down. Lavender burning his family to death caused Jonan to hate fire. Jonan hates Lavender and was scared when reencountering her.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Jonan is a dominion sorcerer who typically uses sight sorcery. He also has access to flame sorcery. Jonan uses &amp;quot;assassin's sorcery&amp;quot; which involves mental commands and hand signals for spells. Physical contact helps with his spellcasting. He also has Edon's notes on dominion marking, linking dominion marked items to people and the 'Eru' commands. He has spent a little time learning about time sorcery but he lacks any ability to utilise it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Sight ====&lt;br /&gt;
Jonan uses sight sorcery frequently. Sight sorcery takes a toll on the eyesight and Jonan uses it too frequently inflicting permanent damage to his sight. He has multiple sets of glasses for his eyes.&lt;br /&gt;
&lt;br /&gt;
'''Dark Vision'''&lt;br /&gt;
&lt;br /&gt;
Jonan has a spell that lets him see perfectly in darkness. He taps a finger to the right side of his head for this spell. This spell has a heavy cost on Jonan's sight.&lt;br /&gt;
&lt;br /&gt;
'''Invisibility'''&lt;br /&gt;
&lt;br /&gt;
Jonan can make himself invisible. He uses the mental command &amp;quot;Erase image of self.&amp;quot; He can also target multiple people and allow them to see each other with the command &amp;quot;Erase our images, except to each other.&amp;quot; He has also used the mental command &amp;quot;Fade from sight.&amp;quot; Jonan can manipulate what parts of the body are invisible.&lt;br /&gt;
&lt;br /&gt;
'''See Through Matter'''&lt;br /&gt;
&lt;br /&gt;
Jonan has a spell that lets him see through matter. Jonan also has a similar spell to see through clothes which he used on Edon to record all his dominion marks.&lt;br /&gt;
&lt;br /&gt;
'''Create Image'''&lt;br /&gt;
&lt;br /&gt;
'Create Image' is a spell that can create illusions. Jonan can also make it so only some people can see the illusions. Jonan has immense flexibility with this spell being able to create illusions of objects, people, other illusions like bolts of shimmering light and more.&lt;br /&gt;
&lt;br /&gt;
'''Blindness'''&lt;br /&gt;
&lt;br /&gt;
Jonan can inflict blindness on himself with the mental command &amp;quot;blindness.&amp;quot; He can end the spell with &amp;quot;vision return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Attack Illusion'''&lt;br /&gt;
&lt;br /&gt;
Jonan can create an illusion that is designed to &amp;quot;attack&amp;quot; to trick barriers into expending energy even without being able to deal any actual damage.&lt;br /&gt;
&lt;br /&gt;
'''Remote Viewing'''&lt;br /&gt;
&lt;br /&gt;
Jonan has a 'remote viewing' spell that lets him see through his mirrors.&lt;br /&gt;
&lt;br /&gt;
'''See Invisibility'''&lt;br /&gt;
&lt;br /&gt;
Jonan has a sight spell that allows him to see other invisible figures. He activates this with the tap of a finger to the centre of his forehead. This spell forms a glowing outline of invisible people that Jonan can see. He can cast this on other people with the mental command &amp;quot;let her see.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Disguise'''&lt;br /&gt;
&lt;br /&gt;
Jonan can shape sight essence to produce an effect which alters what people see allowing him to disguise people with the mental command &amp;quot;disguise.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Flame ====&lt;br /&gt;
Flame acclimation helps with resisting extreme temperature changes and using flame essence eats away at body heat. Jonan hates fire because of Lavender. &lt;br /&gt;
&lt;br /&gt;
'''Flame Blast'''&lt;br /&gt;
&lt;br /&gt;
Jonan can create bursts of flame. Jonan can form white flames that have great heat.&lt;br /&gt;
&lt;br /&gt;
'''Fireball'''&lt;br /&gt;
&lt;br /&gt;
Jonan can create spheres of flames and can detonate them with his will. He can also detonate fireballs made by other people, even the Vae'kes Lavender. &lt;br /&gt;
&lt;br /&gt;
'''Disperse'''&lt;br /&gt;
&lt;br /&gt;
Jonan can disperse flames. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Sound ====&lt;br /&gt;
Jonan learned a little sound sorcery from Velas. &lt;br /&gt;
&lt;br /&gt;
'''Hearing Amplification'''&lt;br /&gt;
&lt;br /&gt;
Jonan can amplify and focus his hearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Motion ====&lt;br /&gt;
Jonan once demonstrated ability with the dominion of motion. Using motion essence costs speed and building it up increases speed.&lt;br /&gt;
&lt;br /&gt;
'''Motion Burst'''&lt;br /&gt;
&lt;br /&gt;
Jonan can create a burst of motion from his hand which is strong enough to splinter wood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Artifact Sorcery ====&lt;br /&gt;
Jonan is capable of applying marks to himself that connect him to various different dominion marked items. He is also aware of a number of 'Eru' phrases to activate different effects on different artifacts. He learned of this through Edon's research notes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item||Function&lt;br /&gt;
|-&lt;br /&gt;
|Heartlance&lt;br /&gt;
||The Heartlance is an artifact lance that can apply a haste effect to the wielder. Even without having the Heartlance on him, Jonan can siphon off energy from its haste function because of his artifact mark connecting him to the effect. The phrase &amp;quot;Eru elan lav kor taris&amp;quot; produces a powerful shockwave that launches people nearby around for a dozen yards. This motion sorcery effects makes Jonan very slow after he uses it.&lt;br /&gt;
|-&lt;br /&gt;
|Hartigan’s Star Replica&lt;br /&gt;
||A replica of Hartigan's Star, a dominion marked ring made by Blake Hartigan. The replica was made by the Blackstone Assassin and enhances the user's flame sorcery. Jonan has bound this item to himself, enhancing his flame magic to the point he could hurt Lavender.&lt;br /&gt;
|-&lt;br /&gt;
|Amulet of the Unfaltering Spirit&lt;br /&gt;
||The Amulet of the Unfaltering Spirit is one of Vaelien's personal items. This amulet strengthens the connection between the wearer’s body, essence, and spirit, bolstering all three. It provides near immunity to offensive death and spirit sorcery, as well as resistance to other effects which interfere with the wearer’s essence. Jonan believes that his link to this artifact is what helped him keep his sorcery when Lavender grabbed him.&lt;br /&gt;
|-&lt;br /&gt;
|Myros' Helmet&lt;br /&gt;
||Myros' helmet is a dominion marked piece of armour with sound dominion mark that allows the wearer to change their voice. Jonan has an artifact mark connecting himself to this and can use it to make his voice silent.   &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enchanting ====&lt;br /&gt;
Jonan knows a decent amount about enchanting, being capable of dominion bonding and learning about conning people to dominion marked items from Edon's research notes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Dominion Bonding =====&lt;br /&gt;
Jonan is capable of dominion bonding, flooding a material with dominion essence, to imbue an effect. He typically does this with mirrors so that he can send images between them. He does this by mixing ink with essence from the dominion of sight. Dominion bonded items usually have simple effects and can only be connected to a single dominion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Dominion Marking =====&lt;br /&gt;
After learning from Edon's notes, Jonan learned about dominion marking and has been shown to be capable of making simple enchantments like dominion marking earrings to have an invisibility effect. &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
=== Image Sharing Mirrors ===&lt;br /&gt;
Jonan can dominion bond ink to the Dominion of Sight and use it with mirrors, allowing images to be shared between the mirrors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Clarity Glasses ===&lt;br /&gt;
Jonan has glasses bonded to the Dominion of Clarity. The bond does not help his vision but instead help resist mental compulsion. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Aayara's Mirrors ===&lt;br /&gt;
Aayara gifted Jonan a set of magic mirrors. These mirrors detect and display sorcerous auras. Anyone can activate the mirrors by touching the glyphs on the frames. These mirrors connect to matching mirrors so Jonan can look at one to look through the other. He can also tap a glyph to cause the mirror to play everything its seen backwards and can pause the image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sound Transference Earrings ===&lt;br /&gt;
A pair of earrings created by Jonan and Velas using Edon's notes on dominion marks. There are 4 runes on the earrings: sound transference so that it is possible to hear through the earrings, silence to prevent others listening in, invisibility to hide the earrings and an activation rune that activates the effects with a little essence.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Jin_Dalen&amp;diff=7452</id>
		<title>Jin Dalen</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Jin_Dalen&amp;diff=7452"/>
		<updated>2023-12-12T19:30:09Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|attunement1=Mesmer&lt;br /&gt;
|Occupation= Exchange Student at [[Lorian Heights Academy]]&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|nation1=Edria&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
}}&lt;br /&gt;
'''Jin Dalen''' is a foreign student from [[Edria|East Edria]] at [[Lorian Heights]].&lt;br /&gt;
&lt;br /&gt;
Jin starts as a business associate of [[Corin Cadence]], but later develops into a romantic interest as well. This is strained by his actions during an excursion into the [[Serpent Spire]] while attempting to get [[Vera Corrington]] to Visage [[Katashi]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Almond-shaped eyes and amber skin. Typically dressed in black.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== [[Sufficiently Advanced Magic]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[On the Shoulders of Titans]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Torch that Ignites the Stars]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Silence of Unworthy Gods]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Corin Cadence]]&lt;br /&gt;
;[[Sera Cadence]]&lt;br /&gt;
&lt;br /&gt;
=== Professors ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Mesmer]]&lt;br /&gt;
||Perception&lt;br /&gt;
||Death&lt;br /&gt;
||Umbral&lt;br /&gt;
||Mesmers alter emotions and perceptions. They typically focus on making others ignore their presence, treating them as an unimportant part of the background.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to having earned his attunement earlier in Edria, he has already achieved [[Sunstone]] at the start of the series.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Elora_Theas&amp;diff=7451</id>
		<title>Elora Theas</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Elora_Theas&amp;diff=7451"/>
		<updated>2023-12-12T19:29:51Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|attunement1=Summoner&lt;br /&gt;
|Occupation= Heir to House Theas, House of Lords Councilor ([[Valia]])&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
|nation1=Valia&lt;br /&gt;
}}&lt;br /&gt;
Heir to House Theas, an ancient noble house. She is an [[Emerald]] level [[Summoner]] and has a contact with the god Phoenix. Once demonstrated the feat of casting a [[Sapphire]] level spell with the assistance of a large mana crystal she wore as jewelry.&lt;br /&gt;
&lt;br /&gt;
Elora has also indicated she has a brand near her neck, greatly restricting her ability to discuss specific topics.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== [[Sufficiently Advanced Magic]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[On the Shoulders of Titans]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Torch that Ignites the Stars]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Silence of Unworthy Gods]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Sheridan Theas]]: Elora's Sibling&lt;br /&gt;
;[[Edrigan Theas]]: Elora's Father&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Derek Hartigan]]: She had some sort of romantic relationship with [[Derek Hartigan]], which is strained due to her actions against Visage [[Tenjin]]. Over time they are seen flirting however, and their relationship seems to improve.&lt;br /&gt;
;[[Corin Cadence]];&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
Elora took her Judgment around the age of 13 at the [[Phoenix Spire]]. She did not however receive one of [[Edria|Edria's]] local attunements, but a Summoner attunement instead&amp;lt;ref name=&amp;quot;aa3-2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Summoner]]&lt;br /&gt;
||Air &amp;lt;ref name=&amp;quot;aa1&amp;quot;&amp;gt; ''Sufficiently Advanced Magic'' Appendix 1 &amp;lt;/ref&amp;gt;&lt;br /&gt;
||Transference &amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&lt;br /&gt;
||Life&lt;br /&gt;
||Summoners form pacts with Monsters and call upon their power. Powerful Summoners are capable of conjuring figments (copies) of creatures with which they have formed a pact.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
&lt;br /&gt;
*[[Suzaku|Suzaku, the God Phoenix]]&amp;lt;ref name=&amp;quot;aa3-2&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
*Several rings containing mana crystals&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Donovan_Tailor&amp;diff=7450</id>
		<title>Donovan Tailor</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Donovan_Tailor&amp;diff=7450"/>
		<updated>2023-12-12T19:28:59Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Aliases=Edon&lt;br /&gt;
|Titles=Ascended, God of Ascension&lt;br /&gt;
|other-powers=Artifact Sorcery&lt;br /&gt;
|Occupation=God (Formerly), Head of Edonate religion (Formerly)&lt;br /&gt;
|continent1=Mythralis&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[War of Broken Mirrors]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Edon was once the ruler of Orlyn, until he was deposed in a coup. He was the leader of the pantheon of self-made “deities”, who used a form of sorcery drawn from dominion marked items to empower themselves.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Edon appears to be 30 to 35 years old. He has brown hair in a pony tail. He only has faint smile lines. His eyes are the only part of him that show age.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
In the past Donovan preached that humanity shroud strive towards godhood but he felt as if he were punished by the gods after his magic was stolen. Before he lost his magic, he truly believed in sharing knowledge to improve the lives of all. He believes himself as being abandoned by everyone and claimed himself as a god so that the people would have a god that actually cares for them. He is a good talker, managing to found a religion around himself. Donovan did work on solutions to help the uvar children but he did also experiment on them. Edon is quite logical and very smart. Blake Hartigan calls Edon &amp;quot;one of the most paranoid men I've ever met.&amp;quot; Edon originally wanted to share his knowledge of magic but determined it to be too risky and eventually erased parts of his own knowledge. When questioned by [[Velas Jaldin|Velas]] whilst he was imprisoned, Edon tries to gather information and manipulate her. Edon was willing to cheat in [[Taelien Salaris|Taelien's]] battle against his warriors. &lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
&lt;br /&gt;
=== [[Forging Divinity]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[Defying Destiny]] ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Morella]]: Morella is Edon's research partner. They worked together on the Rethri and uvar projects and worked to restore Edon's magic. He and Morella each know parts of the information for their work so they need each other to continue. Edon is ever grateful to Morella for inspiring him to study the 'Eru' phrase he received. &lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
;[[Sytira]]: Edon was once a follower of Sytira but he developed a great anger toward Sytira as he believed that she severed him from his sorcery as a punishment for speaking of mortals trying to reach godhood. However, he is informed by Velas that it was most likely a Vae'kes that stole his sorcery so his current feelings towards the goddess Sytira are unknown.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Edon's magic was stolen from him  making him fully incapable of using dominion sorcery. He manages to use magic by connecting himself to dominion marked items and reverse engineering the phrase his spell gave him when his magic was severed. Edon has no sorcerous aura.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Artifact Sorcery ====&lt;br /&gt;
After Dononvan's sorcery was taken from him, he began to experiment with connecting himself to dominion marked items. This alone was not enough for Dononvan, who managed to reverse engineer the 'Eru' phrase from his magic's theft to produce a number of different phrases which invoke his dominion marked items in various ways. He used this power to masquerade as a god.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Item||Function&lt;br /&gt;
|-&lt;br /&gt;
|Heartlance&lt;br /&gt;
||The Heartlance is an artifact lance that can apply a haste effect to the wielder. Even without having the Heartlance on him, Edon can siphon off energy from its haste function because of his artifact mark connecting him to the effect. The phrase &amp;quot;Eru elan lav kor taris&amp;quot; produces a powerful shockwave that launches people nearby around for a dozen yards. &lt;br /&gt;
|-&lt;br /&gt;
|Hartigan’s Star Prototype 17&lt;br /&gt;
||Hartigan's Star Prototype 17 is a dominion marked ring created by Blake Hartigan which was given to Donovan. The ring pulls essence from the Dominion of Flame and allows the user to use flame sorcery. The phrase &amp;quot;Eru volar shen taris&amp;quot; ceates blue-white flames from the Hartigan's Star prototype. When Lydia used this chant with the same ring it was enough to threaten the Vae'kes Sterling.&lt;br /&gt;
|-&lt;br /&gt;
|Myros' Armour&lt;br /&gt;
||Myros' armour was dominion marked with a number of enchantments including durability and teleportation. Edon has linked himself to the teleportation function and can teleport the armour and whoever is wearing it away. The phrase &amp;quot;Eru volar proter taris&amp;quot; reinforces the body considerably or creates phantasmal armour. Edon never used this phrase but the phrase was found in his notes. Myros' helmet has sound sorcery abilities and Edon demonstrated ability with sound sorcery so he has likely linked to the helmet.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Eru Phrases ====&lt;br /&gt;
Edon also has some 'Eru' phrases for artifacts that have not been seen. &lt;br /&gt;
&lt;br /&gt;
'''Eru volis mar sharu taris'''&lt;br /&gt;
&lt;br /&gt;
'Eru volis mar sharu taris' is a counter sorcery ability on a huge scale. This phrase removed all sorcerous effects over a huge area. This seems to be a replication of the gifts of Sytira.&lt;br /&gt;
&lt;br /&gt;
'''Eru volar esu raval taris'''&lt;br /&gt;
&lt;br /&gt;
'Eru volar esu raval taris' is a spell that removed Lydia's invisibility and barrier. Some kind of anti-magic ability.&lt;br /&gt;
&lt;br /&gt;
'''Tesh molain sol ko Eru ravel lares taris'''&lt;br /&gt;
&lt;br /&gt;
'Tesh molain sol ko Eru ravel lares taris' is a phrase Edon has written down in his notes.&lt;br /&gt;
&lt;br /&gt;
'''Eru len kor vesu et taris'''&lt;br /&gt;
&lt;br /&gt;
'Eru len kor vesu et taris' is another phrase from Edon's research notes. &lt;br /&gt;
&lt;br /&gt;
'''Eru ravel lares taris'''&lt;br /&gt;
&lt;br /&gt;
'Eru ravel lares taris' is the phrase Edon received when his sorcery was stolen. He worked out the rest of the 'Eru' phrases from this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rethri Bonding ====&lt;br /&gt;
Edon experimented for years with Rethri and uvar people. He spent a long time working on breaking and remaking Rethri dominion bonds. Edon wanted to swap which dominions Rethri were bonded to. This was done so that he could restore the uvar, crippled Rethri children with no functioning dominion bonds, and heal them.&lt;br /&gt;
&lt;br /&gt;
However, Edon also came up with a theoretical use for the uvar: essence batteries. He would link the uvar to a dominion and then link the uvar to himself. He would keep the uvar is stasis until he needed power and then he would rip power through the uvar as needed. Edon claims that he would have used the uvar batteries as sources of dominion essence so that he could make dominion bonded items to heal the other uvar. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enchanting ====&lt;br /&gt;
Edon knows about enchanting from his apprenticeship with [[Blake Hartigan]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Dominion Marking =====&lt;br /&gt;
Dominion marking is a rare type of enchanting on Mythralis. Dominion marks can connect things to dominions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Immortality ====&lt;br /&gt;
Edon is supposedly immortal, seeming to become younger after ascending to &amp;quot;godhood&amp;quot; and then not aging. The method of how this works is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Derek_Hartigan&amp;diff=7449</id>
		<title>Derek Hartigan</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Derek_Hartigan&amp;diff=7449"/>
		<updated>2023-12-12T19:28:51Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|attunement1=Soulblade&lt;br /&gt;
|Occupation= Duelist, Climber, Member of House Hartigan&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
|nation1=Valia&lt;br /&gt;
}}&lt;br /&gt;
Derek is a Soulblade, and former friend of [[Tristan Cadence]]. He attempts to aid [[Corin Cadence]] in a task for Visage [[Katashi]], but instead becomes a liability due to the machinations of [[Lyras Orden]].&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== [[Sufficiently Advanced Magic]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[On the Shoulders of Titans]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Torch that Ignites the Stars]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Silence of Unworthy Gods]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Antonia Meltlake]]: His aunt.&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
;[[Corin Cadence]]:&lt;br /&gt;
;[[Keras Selyrian]]:&lt;br /&gt;
;[[Elora Theas]]: His Ex-girlfriend as of Sufficiently Advanced magic. They flirt.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
Derek received his attunement at approx. 13, doing his Judgement in the [[Tortoise Spire]] of [[Dalenos]]&amp;lt;ref name=&amp;quot;aa3-2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Soulblade]]&lt;br /&gt;
||Light&lt;br /&gt;
||Life&lt;br /&gt;
||Transference&lt;br /&gt;
||A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry to grant those items unique abilities.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Contracts ===&lt;br /&gt;
;Tavare: Tavare is an Emerald level blade elemental. Tavare refers to themself as &amp;quot;Radiance&amp;quot; and called [[Keras]] &amp;quot;Great One&amp;quot;. Tavare has access to radiance and metal magic. Tavare was capable of giving mana to Sera.&lt;br /&gt;
;&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7439</id>
		<title>Attunement</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7439"/>
		<updated>2023-12-11T16:28:34Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Subglyphs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Attunements''' are tattoo-like marks that allow creatures with them (known as Attuned), to use [[magic]]. These Attunements are earned in a [[Judgment]], granted by a [[Visage]], or obtained while climbing one of the [[Soaring Spires]], although earning them outside of a Judgment is exceedingly rare.  If you pass a Judgment in a soaring spire, you will typically be granted an attunement specific to that spire, although exceptions are known to exist&amp;lt;ref name=&amp;quot;aa3-2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 2&amp;lt;/ref&amp;gt;. Attunements are the primary form of magic on the continent of [[Kaldwyn]].&lt;br /&gt;
&lt;br /&gt;
Each attunement grants the attuned a set of abilities, which vary drastically between attunements. Attunements also grant the user access to [[mana]]. All attunements allow the attuned to use their [[gray mana]], and individual attunements initially grant access to two other base mana types, and a third type after reaching citrine level. Additionally, each attunement grants access to a [[shroud]], a magical barrier, starting at carnelian level&amp;lt;ref name=&amp;quot;aa3-a2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An attunement works by collecting ambient mana out of the atmosphere in the marked part of the body, stopping when it reaches the body part's safe mana value&amp;lt;ref name=&amp;quot;aa3-3&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 3&amp;lt;/ref&amp;gt;. Mana collected in this manner is then able to be used by the attuned, as well as converted (at a small percentage loss) between the types provided by the attunement&amp;lt;ref name=&amp;quot;aa1-6&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 6&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Levels ==&lt;br /&gt;
&lt;br /&gt;
Attunements have a &amp;quot;level&amp;quot; based on their current safe mana value. In Valia, these levels are named based on gemstones the color of the generated shroud, starting at Quartz (clear) going up through Carnelian (red), Sunstone (orange), Citrine (yellow), and Emerald (green)&amp;lt;ref name=&amp;quot;aa1-a2&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 2&amp;lt;/ref&amp;gt;. Some have theorized that an additional attunement level, Sapphire, exists above emerald, but has been proven to either not exist, or attuned are restricted from reaching it for unknown reasons&amp;lt;ref name=&amp;quot;aa3-11&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 11&amp;lt;/ref&amp;gt;. Reaching each of these levels requires exponentially more mana than the last, making high-level attuned rare to the point where it is speculated that there are only a one or two hundred Emerald-levels on the entire continent&amp;lt;ref name=&amp;quot;aa3-23&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Some attunement levels unlock additional functionality, the most obvious example being the [[shroud]], with an aura which changes color at each level to match the level's color, starting with Carnelian. Additionally, reaching the Citrine level unlocks a tertiary mana type. Many attunements also have additional features available at later levels&amp;lt;ref name=&amp;quot;aa1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In addition to levels, attunement power is further subdivided into &amp;quot;ranks&amp;quot;: A-E within each level. These ranks do not typically grant additional attunement functions, but help to more accurately determine attunement power{{Citation needed}}.&lt;br /&gt;
&lt;br /&gt;
The primary way to increase an attunement's power is to use mana from the attunement location, although other methods exist, such as eating certain mana-rich fruits&amp;lt;ref name=&amp;quot;aa1-13&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 13&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The attunement level and rank signify how much mana is available to the attuned. The thresholds for each level, including the theoretical sapphire level, are below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Level     || Rank E || Rank D || Rank C || Rank B || Rank A&lt;br /&gt;
|-&lt;br /&gt;
| Quartz    || 0      || 15     || 20     || 25     || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carnelian || 60     || 90     || 120    || 150    || 180&lt;br /&gt;
|-&lt;br /&gt;
| Sunstone  || 360    || 540    || 720    || 900    || 1,080&lt;br /&gt;
|-&lt;br /&gt;
| Citrine   || 2,160  || 3,240  || 4,320  || 5,400  || 6,480&lt;br /&gt;
|-&lt;br /&gt;
| Emerald   || 12,960 || 19,440 || 25,920 || 32,400 || 38,880&lt;br /&gt;
|-&lt;br /&gt;
| Sapphire  || 77,760 || 116,640|| 155,520|| 194,400|| 233,280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attunement Locations ==&lt;br /&gt;
&lt;br /&gt;
The location of the attunement on a person's body defines the primary method they will use to direct spells. All attuned will have multiple methods of directing spells, though spells directed through using the attunement are more potent. The location of the attunement also increases the rate of mana regeneration for that part of the body, potentially giving the attuned more access to a particular type of mana. The seven potential locations for attunements are the Mind, Heart, Lungs, Left Hand, Right Hand, Left Leg, and Right Leg.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location||Effect&lt;br /&gt;
|-&lt;br /&gt;
|Hand&lt;br /&gt;
|While typically on the hand, &amp;quot;hand&amp;quot; marks can also be on the wrist or arm. Hand marks are the most common. Hand marked attuned generally direct spells through a gesture and excel at accurately directing spells at distant targets&amp;lt;ref name=&amp;quot;aa1-5&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Leg&lt;br /&gt;
|Leg marks allow for instantaneous delivery of powerful spells through touching a target. Kicking is the most obvious method but mana can be channeled through the attunement to other parts of the body, to be delivered with a touch&amp;lt;ref name=&amp;quot;aa1-a3&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 3&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Lung&lt;br /&gt;
|Typically target and cast spells through verbal incantations, channeling mana into the air around them by speaking. They are exceptional in large confrontations, and are popular in warfare&amp;lt;ref name=&amp;quot;aa1-a3&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Heart&lt;br /&gt;
|Channel mana through their entire body into their heart and then out both hands simultaneously. This requires intense focus and slows the casting of the spell, but increases its intensity&amp;lt;ref name=&amp;quot;aa1-5&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Mind&lt;br /&gt;
|Mind marks enhance the attuned's ability to sense and manipulate the mana inside their body. They are capable of casting spells inside their own bodies purely through focusing their minds&amp;lt;ref name=&amp;quot;aa1-5&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Types of Attunements ==&lt;br /&gt;
&lt;br /&gt;
=== [[Serpent Spire]] ([[Valia]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Diviner]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Diviners focus on information gathering magic, such as detecting mana types, identifying magical objects, and finding people from a distance. They are the only attunement that can make [[memory crystals]]&amp;lt;ref name=&amp;quot;aa1-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalist]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-6&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 6&amp;lt;/ref&amp;gt;||&lt;br /&gt;
Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]||&lt;br /&gt;
Guardians can enhance their bodies with mana, as well as manipulate their [[shroud]] more easily than other attuned. They can also discharge mana through contact, greatly enhancing their strikes&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mender]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do&amp;lt;ref name=&amp;quot;aa1-11&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]||&lt;br /&gt;
Shadows are capable of concealing themselves from the senses and diminishing the senses of others&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;. They can create solid illusions, unlike other similar Attunements&amp;lt;ref name=&amp;quot;aa1-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaper]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]||&lt;br /&gt;
Shapers are capable of forming mana constructs and shaping mana in the air&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Summoner]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]||&lt;br /&gt;
Summoners form pacts with Monsters and call upon their power. Powerful Summoners are capable of conjuring figments (copies) of creatures with which they have formed a pact&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hydra Spire]] ([[Edria]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Assassin]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot;&amp;gt;''Diamantine'' Appendix 1&amp;lt;/ref&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Assassins can generate poison inside their bodies, then secrete that poison to apply it to weapons, put it into liquids, or apply it through unarmed attacks&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Executioner]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Juggernaut]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaire]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Legionnaires can extend their shroud into a defensive aura that bolsters the power of other nearby shrouds. This effect is cumulative, making large groups of Legionnaires almost invincible&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Saboteur]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Sabotuers can extend their shroud into a debilitating field that weakens all nearby enemies&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Scourge]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shieldbreaker]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Shieldbreaker can enhance their offensive spells with a portion of their shroud, making it easier for them to break through defensive sorcery and making their spells more dangerous in general&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Tiger Spire]] ([[Caelford]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Analyst]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 4&amp;lt;/ref&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Architect]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Architects can imbue items with temporary magical properties, which are stronger than permanent enchantments, but only last a few days&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Biomancer]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Biomancers are capable of safely manipulating mana in someone's body. They specialize in altering mana flow, potentially improving both mana capacity regeneration&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Controller]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemaster]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Forgemasters are capable of shaping and working metal with ease. They can strengthen and alter other properties of metal&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminator]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.&amp;lt;ref&amp;gt;Andrew Rowe, Climber's Court Discord #author-answers 2020-01-18&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sentinel]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Sentinels emphasize mental fortitude, and can resist physical and mental spells&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Transmuter]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Transmuters focus on transforming materials into other types of material&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Phoenix Spire]] ([[Edria|East Edria]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Conjurer]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot;&amp;gt;''Soulbrand'' Appendix 1&amp;lt;/ref&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Conjurers can create monsters similar to a summoner's summoned copy. These monsters are weaker than summoner's versions, but can be created without a contract, purely from the conjurer's imagination&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dancer]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Dancers focus heavily on avoiding and countering debilitating effects such as poisons and compulsions, as well as returning opponents skills&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot;&amp;gt;''The Silence of Unworthy Gods'' Appendix 1&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mesmer]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Mesmers alter emotions and perceptions. They typically focus on making others ignore their presence, treating them as an unimportant part of the background&amp;lt;ref name=&amp;quot;aa1-11&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifier]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Purifiers typically focus on neutralizing debilitating and mental attacks&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;. They also make excellent fire/light-based offensive attuned focused on powerful single-target attacks&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancer]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;. &lt;br /&gt;
|-&lt;br /&gt;
|[[Shapeshifter]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Shapeshifters make contracts with monsters, allowing them to shapeshift to have some of those monsters' features&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spellsinger]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Spellsingers focus on distribution of spells through their voice, similar to a lung mark&amp;lt;ref name=&amp;quot;ww2-11&amp;quot;&amp;gt;''Diamantine'' Chapter 11&amp;lt;/ref&amp;gt;. Spellsingers typically use debilitating, and at higher levels, buffing spells&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Swordmasters are similar to [[guardian|guardians]], but with a focus on weapon enhancement&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;. They often improve a weapon's abilities directly or store a spell in it&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Tortoise Spire]] ([[Dalenos]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot;&amp;gt;Crystal Awakening - Appendix 2&amp;lt;/ref&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Acolytes are flexibility-focused healers, and are able to treat poisons, injuries, and disease&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Champions focus on both defense and crowd control using ice, and self-buffs using enhancement&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloudcaller]]||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Cloudcallers focus on calling up storms and other weather, then enhancing it with magical effects&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Illusionist]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Illusionists are by far the best attunement for making large-scale illusions, including sounds and mental manipulation&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Seer]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Seers can see potential futures, and typically leverage this for information gathering&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Soulblade]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry to grant those items unique abilities&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wavewalker]]||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Wavewalkers shape the forces of motion, using it to walk on water and throw opponents off balance&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarer]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Wayfarers are unparalleled at communication and excellent at teleportation, due to being granted access to all 3 mana types at quartz&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Restricted Attunements]] (Granted by the [[Visages]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Abjurer]]||[[Light_mana|Light]]||[[Death_mana|Death]]||TBA||&lt;br /&gt;
An attunement focused on breaking existing spells. Their most powerful ability is banishment - the ability to send a summoned creature back to their place of origin and prevent them from returning for some time&amp;lt;ref name=&amp;quot;aa2-4&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arbiter]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 11&amp;lt;/ref&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa2-7&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 7&amp;lt;/ref&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-14&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 14&amp;lt;/ref&amp;gt;||&lt;br /&gt;
An Attunement that specialized in purifying mana and transferring it into others&amp;lt;ref name=&amp;quot;aa2-2&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chronomancer]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;||TBA||&lt;br /&gt;
A lost rumored attunement that can manipulate time and the perception of time&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hierophant]]||[[Life_mana|Life]]||[[Air_mana|Air]]||TBA||&lt;br /&gt;
Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||[[Death_mana|Death]]||[[Earth_mana|Earth]]||TBA||&lt;br /&gt;
Grants a mage advanced healing capabilities that even Menders cannot perform, including healing [[mana scarring]]&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;. Can also conjure bone constructs such as spears, bridges and projections&amp;lt;ref name=&amp;quot;aa2-23&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||[[Light_mana|Light]]||[[Transference_mana|Transference]]||TBA||&lt;br /&gt;
Allows a mage to draw additional power from their patron visage during times of great need&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sovereign]]||[[Umbral_mana|Umbral]]||[[Death_mana|Death]]||TBA||&lt;br /&gt;
Can control or draw power from other Attunements. Can also absorb power from spells and enchantments, increasing their power&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|TBA||[[Perception_mana|Perception]]||[[Fire_mana|Fire]]||TBA||&lt;br /&gt;
TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ascended Attunements]] (Evolved from other Attunements)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Base Attunement||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Invoker]]||[[Summoner]]||TBA||TBA||TBA||&lt;br /&gt;
Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attunement Functions ==&lt;br /&gt;
&lt;br /&gt;
Attunements are complex [[subglyph]] enchantments with multiple functions all working in tandem to accomplish different effects{{citation_needed}}. These functions serve a large variety of purposes, and can be anything from simply displaying a glyph on the attuned's body{{citation_needed}}, to performing the complex analysis needed to determine an attuned's safe mana levels{{citation_needed}}, to something as complex as creating and managing bonds that distribute mana between those bonded{{citation_needed}}. Additionally, functions may be locked or disabled before completing certain requirements, either reaching a certain attunement rank or more esoteric requirements, such as specialization.&lt;br /&gt;
&lt;br /&gt;
On this wiki, attunement functions are categorized under three groups: general functions, unique functions, and specialized functions.&lt;br /&gt;
&lt;br /&gt;
=== General Functions ===&lt;br /&gt;
&lt;br /&gt;
''A list of all known general attunement functions is availible [[Attunement Functions|here]]''&lt;br /&gt;
&lt;br /&gt;
General functions are ones that are found across most or all attunements. Note that some attunements may grant some functions in this category earlier or later than others, and it is possible that some attunements may be lacking some general functions entirely. Some examples of functions that fall under this category include attunement level display, safe mana calculation, and shroud generation.&lt;br /&gt;
&lt;br /&gt;
These general functions are well documented by groups like Farren Labs{{citation_needed}}.&lt;br /&gt;
&lt;br /&gt;
=== Unique Functions ===&lt;br /&gt;
&lt;br /&gt;
Unique functions are functions that only a single attunement or a few attunements have. Examples of this include the Enchanter attunement's ability to create enchanted items, or the ability of the contract attunements to create binding contracts and exchange mana with other creatures. All information on unique functions of attunements is on the specific wiki page for that attunement.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Functions ===&lt;br /&gt;
&lt;br /&gt;
Specialized functions are functions that are only enabled when the attunement has been specialized. An example of this would be the ability of a specialized elementalist to permanently shift their shroud to their specialized element. Information on specialization in general is in the [[#Attunement Specializations|Attunement Specializations]] section below, and information on specific specializations is in the individual attunement wiki pages.&lt;br /&gt;
&lt;br /&gt;
== Attunement Specializations ==&lt;br /&gt;
&lt;br /&gt;
An attunement may gain a specialization if a specific type of mana is used disproportionately more than others for an extended period. This typically requires at least ninety percent of the mana used by the attuned to be of that type for about a year. When attunement specialization is gained, the attunement changes, gaining an additional line and skewing future mana production toward the specialized type. Some attunement specializations grant additional effects&amp;lt;ref name=&amp;quot;aa3-7&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 7&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An example of this would be an Elementalist specialized in Lightning. Once the specialization was gained, the attunement would start generating a larger proportion of lightning mana. This specific specialization has the additional effect of automatically generating a lightning shroud, rather than requiring the attuned to manually create one.&lt;br /&gt;
&lt;br /&gt;
== Sub-glyphs ==&lt;br /&gt;
&lt;br /&gt;
Sub-glyphs make up all the functions for attunements like shrouds, mana generation, safe mana level and more. There is a string of sub-glyphs for each function of an attunement and each sub-glyph has more sub-glyphs inside. Sub-glyphs are in their own &amp;quot;language&amp;quot;. The sub-glyphs are sectioned in attunements with markers. Some of the sub-glyphs in attunements are restricted so they can not be easily read by anyone with mental mana.&lt;br /&gt;
&lt;br /&gt;
== Artificial Attunements ==&lt;br /&gt;
&lt;br /&gt;
Full article: [[Artificial Attunements]]&lt;br /&gt;
&lt;br /&gt;
[[Farren Labs]], in [[Caelford]], have developed artificial attunements, which are functionally similar to attunements, but without the requirement of taking a judgment. There are other corporations &amp;lt;ref&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/877543544615759913 ''Climber's Court #author-answers''] &amp;lt;/ref&amp;gt; that have also developed the ability to create artificial attunements, but not to the degree or expertise that Farren Labs have.&lt;br /&gt;
&lt;br /&gt;
Artificial Attunements are incredibly expensive to make, requiring a class 5 mana crystal of each of the mana types used in the construction, as well as having other difficult and expensive to manufacture parts like applicators with purified mana.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7438</id>
		<title>Attunement</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Attunement&amp;diff=7438"/>
		<updated>2023-12-11T15:36:14Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Attunement Specializations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Attunements''' are tattoo-like marks that allow creatures with them (known as Attuned), to use [[magic]]. These Attunements are earned in a [[Judgment]], granted by a [[Visage]], or obtained while climbing one of the [[Soaring Spires]], although earning them outside of a Judgment is exceedingly rare.  If you pass a Judgment in a soaring spire, you will typically be granted an attunement specific to that spire, although exceptions are known to exist&amp;lt;ref name=&amp;quot;aa3-2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 2&amp;lt;/ref&amp;gt;. Attunements are the primary form of magic on the continent of [[Kaldwyn]].&lt;br /&gt;
&lt;br /&gt;
Each attunement grants the attuned a set of abilities, which vary drastically between attunements. Attunements also grant the user access to [[mana]]. All attunements allow the attuned to use their [[gray mana]], and individual attunements initially grant access to two other base mana types, and a third type after reaching citrine level. Additionally, each attunement grants access to a [[shroud]], a magical barrier, starting at carnelian level&amp;lt;ref name=&amp;quot;aa3-a2&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An attunement works by collecting ambient mana out of the atmosphere in the marked part of the body, stopping when it reaches the body part's safe mana value&amp;lt;ref name=&amp;quot;aa3-3&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 3&amp;lt;/ref&amp;gt;. Mana collected in this manner is then able to be used by the attuned, as well as converted (at a small percentage loss) between the types provided by the attunement&amp;lt;ref name=&amp;quot;aa1-6&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 6&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Attunement Levels ==&lt;br /&gt;
&lt;br /&gt;
Attunements have a &amp;quot;level&amp;quot; based on their current safe mana value. In Valia, these levels are named based on gemstones the color of the generated shroud, starting at Quartz (clear) going up through Carnelian (red), Sunstone (orange), Citrine (yellow), and Emerald (green)&amp;lt;ref name=&amp;quot;aa1-a2&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 2&amp;lt;/ref&amp;gt;. Some have theorized that an additional attunement level, Sapphire, exists above emerald, but has been proven to either not exist, or attuned are restricted from reaching it for unknown reasons&amp;lt;ref name=&amp;quot;aa3-11&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 11&amp;lt;/ref&amp;gt;. Reaching each of these levels requires exponentially more mana than the last, making high-level attuned rare to the point where it is speculated that there are only a one or two hundred Emerald-levels on the entire continent&amp;lt;ref name=&amp;quot;aa3-23&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Some attunement levels unlock additional functionality, the most obvious example being the [[shroud]], with an aura which changes color at each level to match the level's color, starting with Carnelian. Additionally, reaching the Citrine level unlocks a tertiary mana type. Many attunements also have additional features available at later levels&amp;lt;ref name=&amp;quot;aa1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In addition to levels, attunement power is further subdivided into &amp;quot;ranks&amp;quot;: A-E within each level. These ranks do not typically grant additional attunement functions, but help to more accurately determine attunement power{{Citation needed}}.&lt;br /&gt;
&lt;br /&gt;
The primary way to increase an attunement's power is to use mana from the attunement location, although other methods exist, such as eating certain mana-rich fruits&amp;lt;ref name=&amp;quot;aa1-13&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 13&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The attunement level and rank signify how much mana is available to the attuned. The thresholds for each level, including the theoretical sapphire level, are below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Level     || Rank E || Rank D || Rank C || Rank B || Rank A&lt;br /&gt;
|-&lt;br /&gt;
| Quartz    || 0      || 15     || 20     || 25     || 30&lt;br /&gt;
|-&lt;br /&gt;
| Carnelian || 60     || 90     || 120    || 150    || 180&lt;br /&gt;
|-&lt;br /&gt;
| Sunstone  || 360    || 540    || 720    || 900    || 1,080&lt;br /&gt;
|-&lt;br /&gt;
| Citrine   || 2,160  || 3,240  || 4,320  || 5,400  || 6,480&lt;br /&gt;
|-&lt;br /&gt;
| Emerald   || 12,960 || 19,440 || 25,920 || 32,400 || 38,880&lt;br /&gt;
|-&lt;br /&gt;
| Sapphire  || 77,760 || 116,640|| 155,520|| 194,400|| 233,280&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attunement Locations ==&lt;br /&gt;
&lt;br /&gt;
The location of the attunement on a person's body defines the primary method they will use to direct spells. All attuned will have multiple methods of directing spells, though spells directed through using the attunement are more potent. The location of the attunement also increases the rate of mana regeneration for that part of the body, potentially giving the attuned more access to a particular type of mana. The seven potential locations for attunements are the Mind, Heart, Lungs, Left Hand, Right Hand, Left Leg, and Right Leg.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location||Effect&lt;br /&gt;
|-&lt;br /&gt;
|Hand&lt;br /&gt;
|While typically on the hand, &amp;quot;hand&amp;quot; marks can also be on the wrist or arm. Hand marks are the most common. Hand marked attuned generally direct spells through a gesture and excel at accurately directing spells at distant targets&amp;lt;ref name=&amp;quot;aa1-5&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Leg&lt;br /&gt;
|Leg marks allow for instantaneous delivery of powerful spells through touching a target. Kicking is the most obvious method but mana can be channeled through the attunement to other parts of the body, to be delivered with a touch&amp;lt;ref name=&amp;quot;aa1-a3&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 3&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Lung&lt;br /&gt;
|Typically target and cast spells through verbal incantations, channeling mana into the air around them by speaking. They are exceptional in large confrontations, and are popular in warfare&amp;lt;ref name=&amp;quot;aa1-a3&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Heart&lt;br /&gt;
|Channel mana through their entire body into their heart and then out both hands simultaneously. This requires intense focus and slows the casting of the spell, but increases its intensity&amp;lt;ref name=&amp;quot;aa1-5&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Mind&lt;br /&gt;
|Mind marks enhance the attuned's ability to sense and manipulate the mana inside their body. They are capable of casting spells inside their own bodies purely through focusing their minds&amp;lt;ref name=&amp;quot;aa1-5&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Types of Attunements ==&lt;br /&gt;
&lt;br /&gt;
=== [[Serpent Spire]] ([[Valia]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Diviner]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Diviners focus on information gathering magic, such as detecting mana types, identifying magical objects, and finding people from a distance. They are the only attunement that can make [[memory crystals]]&amp;lt;ref name=&amp;quot;aa1-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalist]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-6&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 6&amp;lt;/ref&amp;gt;||&lt;br /&gt;
Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]||&lt;br /&gt;
Guardians can enhance their bodies with mana, as well as manipulate their [[shroud]] more easily than other attuned. They can also discharge mana through contact, greatly enhancing their strikes&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mender]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]||&lt;br /&gt;
Menders are potent healers, and can directly heal bones, something other healing Attunements are unable to do&amp;lt;ref name=&amp;quot;aa1-11&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]||&lt;br /&gt;
Shadows are capable of concealing themselves from the senses and diminishing the senses of others&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;. They can create solid illusions, unlike other similar Attunements&amp;lt;ref name=&amp;quot;aa1-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shaper]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]||&lt;br /&gt;
Shapers are capable of forming mana constructs and shaping mana in the air&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Summoner]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]||&lt;br /&gt;
Summoners form pacts with Monsters and call upon their power. Powerful Summoners are capable of conjuring figments (copies) of creatures with which they have formed a pact&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Hydra Spire]] ([[Edria]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Assassin]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot;&amp;gt;''Diamantine'' Appendix 1&amp;lt;/ref&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Assassins can generate poison inside their bodies, then secrete that poison to apply it to weapons, put it into liquids, or apply it through unarmed attacks&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Commander]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Commander attunement can temporarily expend portions of their shroud to expand the range or area of their spells&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Executioner]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Executioners can shape their shroud into a weapon forged from pure mana that cleaves through equipment and deals lasting wounds&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Juggernaut]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Juggernaut can temporarily draw their shroud into their muscles, bolstering their physical strength and speed for a short period of time&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaire]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Legionnaires can extend their shroud into a defensive aura that bolsters the power of other nearby shrouds. This effect is cumulative, making large groups of Legionnaires almost invincible&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Saboteur]]||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Sabotuers can extend their shroud into a debilitating field that weakens all nearby enemies&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Scourge]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Scourges can infect enemies with a portion of their shroud, causing long-lasting debilitating effects&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Shieldbreaker]]||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
The Shieldbreaker can enhance their offensive spells with a portion of their shroud, making it easier for them to break through defensive sorcery and making their spells more dangerous in general&amp;lt;ref name=&amp;quot;ww2-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Tiger Spire]] ([[Caelford]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Analyst]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Appendix 4&amp;lt;/ref&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
A knowledge gathering attunement that can rapidly gather and process sensory information and understanding how it works&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Architect]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Architects can imbue items with temporary magical properties, which are stronger than permanent enchantments, but only last a few days&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Biomancer]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Biomancers are capable of safely manipulating mana in someone's body. They specialize in altering mana flow, potentially improving both mana capacity regeneration&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Controller]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Controllers are specialists in mental compulsion, and are capable of forcing others to do their bidding&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemaster]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Forgemasters are capable of shaping and working metal with ease. They can strengthen and alter other properties of metal&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminator]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Illuminators have beneficial auras with a specific focus on beneficial passive effects, especially things like magic resistance and mental effect resistance.&amp;lt;ref&amp;gt;Andrew Rowe, Climber's Court Discord #author-answers 2020-01-18&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sentinel]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Sentinels emphasize mental fortitude, and can resist physical and mental spells&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Transmuter]]||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;||&lt;br /&gt;
Transmuters focus on transforming materials into other types of material&amp;lt;ref name=&amp;quot;aa3-a4&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Phoenix Spire]] ([[Edria|East Edria]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Conjurer]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot;&amp;gt;''Soulbrand'' Appendix 1&amp;lt;/ref&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Conjurers can create monsters similar to a summoner's summoned copy. These monsters are weaker than summoner's versions, but can be created without a contract, purely from the conjurer's imagination&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dancer]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Dancers focus heavily on avoiding and countering debilitating effects such as poisons and compulsions, as well as returning opponents skills&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot;&amp;gt;''The Silence of Unworthy Gods'' Appendix 1&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Mesmer]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Mesmers alter emotions and perceptions. They typically focus on making others ignore their presence, treating them as an unimportant part of the background&amp;lt;ref name=&amp;quot;aa1-11&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifier]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Purifiers typically focus on neutralizing debilitating and mental attacks&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;. They also make excellent fire/light-based offensive attuned focused on powerful single-target attacks&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancer]]||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Umbral_mana|Umbral]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;. &lt;br /&gt;
|-&lt;br /&gt;
|[[Shapeshifter]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Shapeshifters make contracts with monsters, allowing them to shapeshift to have some of those monsters' features&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spellsinger]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Spellsingers focus on distribution of spells through their voice, similar to a lung mark&amp;lt;ref name=&amp;quot;ww2-11&amp;quot;&amp;gt;''Diamantine'' Chapter 11&amp;lt;/ref&amp;gt;. Spellsingers typically use debilitating, and at higher levels, buffing spells&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Swordmaster]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Fire_mana|Fire]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;||&lt;br /&gt;
Swordmasters are similar to [[guardian|guardians]], but with a focus on weapon enhancement&amp;lt;ref name=&amp;quot;ww3-a1&amp;quot; /&amp;gt;. They often improve a weapon's abilities directly or store a spell in it&amp;lt;ref name=&amp;quot;aa4-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Tortoise Spire]] ([[Dalenos]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte]]||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot;&amp;gt;Crystal Awakening - Appendix 2&amp;lt;/ref&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Acolytes are flexibility-focused healers, and are able to treat poisons, injuries, and disease&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion]]||[[Enhancement_mana|Enhancement]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Champions focus on both defense and crowd control using ice, and self-buffs using enhancement&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloudcaller]]||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Cloudcallers focus on calling up storms and other weather, then enhancing it with magical effects&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Illusionist]]||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Earth_mana|Earth]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Illusionists are by far the best attunement for making large-scale illusions, including sounds and mental manipulation&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Seer]]||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Death_mana|Death]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Seers can see potential futures, and typically leverage this for information gathering&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Soulblade]]||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
A soulblade creates contracts with monsters, binding them to items such as weapons or jewelry to grant those items unique abilities&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wavewalker]]||[[Water_mana|Water]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Wavewalkers shape the forces of motion, using it to walk on water and throw opponents off balance&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarer]]||[[Air_mana|Air]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Mental_mana|Mental]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;||&lt;br /&gt;
Wayfarers are unparalleled at communication and excellent at teleportation, due to being granted access to all 3 mana types at quartz&amp;lt;ref name=&amp;quot;sl1-a2&amp;quot; /&amp;gt;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[Restricted Attunements]] (Granted by the [[Visages]]) ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Abjurer]]||[[Light_mana|Light]]||[[Death_mana|Death]]||TBA||&lt;br /&gt;
An attunement focused on breaking existing spells. Their most powerful ability is banishment - the ability to send a summoned creature back to their place of origin and prevent them from returning for some time&amp;lt;ref name=&amp;quot;aa2-4&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Arbiter]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 11&amp;lt;/ref&amp;gt;||[[Life_mana|Life]]&amp;lt;ref name=&amp;quot;aa2-7&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 7&amp;lt;/ref&amp;gt;||[[Light_mana|Light]]&amp;lt;ref name=&amp;quot;aa3-14&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 14&amp;lt;/ref&amp;gt;||&lt;br /&gt;
An Attunement that specialized in purifying mana and transferring it into others&amp;lt;ref name=&amp;quot;aa2-2&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Chronomancer]]||[[Transference_mana|Transference]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;||[[Perception_mana|Perception]]&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;||TBA||&lt;br /&gt;
A lost rumored attunement that can manipulate time and the perception of time&amp;lt;ref name=&amp;quot;aa2-11&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Hierophant]]||[[Life_mana|Life]]||[[Air_mana|Air]]||TBA||&lt;br /&gt;
Known for their ability to extend their shroud over a large area, while imbuing it with a spell effect&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Necromancer]]||[[Death_mana|Death]]||[[Earth_mana|Earth]]||TBA||&lt;br /&gt;
Grants a mage advanced healing capabilities that even Menders cannot perform, including healing [[mana scarring]]&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;. Can also conjure bone constructs such as spears, bridges and projections&amp;lt;ref name=&amp;quot;aa2-23&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Paladin]]||[[Light_mana|Light]]||[[Transference_mana|Transference]]||TBA||&lt;br /&gt;
Allows a mage to draw additional power from their patron visage during times of great need&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sovereign]]||[[Umbral_mana|Umbral]]||[[Death_mana|Death]]||TBA||&lt;br /&gt;
Can control or draw power from other Attunements. Can also absorb power from spells and enchantments, increasing their power&amp;lt;ref name=&amp;quot;aa2-4&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|TBA||[[Perception_mana|Perception]]||[[Fire_mana|Fire]]||TBA||&lt;br /&gt;
TBA&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ascended Attunements]] (Evolved from other Attunements)===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Base Attunement||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Invoker]]||[[Summoner]]||TBA||TBA||TBA||&lt;br /&gt;
Allows a mage to draw power directly from their summoned monsters, rather than just casting their spells with their own mana supply.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attunement Functions ==&lt;br /&gt;
&lt;br /&gt;
Attunements are complex [[subglyph]] enchantments with multiple functions all working in tandem to accomplish different effects{{citation_needed}}. These functions serve a large variety of purposes, and can be anything from simply displaying a glyph on the attuned's body{{citation_needed}}, to performing the complex analysis needed to determine an attuned's safe mana levels{{citation_needed}}, to something as complex as creating and managing bonds that distribute mana between those bonded{{citation_needed}}. Additionally, functions may be locked or disabled before completing certain requirements, either reaching a certain attunement rank or more esoteric requirements, such as specialization.&lt;br /&gt;
&lt;br /&gt;
On this wiki, attunement functions are categorized under three groups: general functions, unique functions, and specialized functions.&lt;br /&gt;
&lt;br /&gt;
=== General Functions ===&lt;br /&gt;
&lt;br /&gt;
''A list of all known general attunement functions is availible [[Attunement Functions|here]]''&lt;br /&gt;
&lt;br /&gt;
General functions are ones that are found across most or all attunements. Note that some attunements may grant some functions in this category earlier or later than others, and it is possible that some attunements may be lacking some general functions entirely. Some examples of functions that fall under this category include attunement level display, safe mana calculation, and shroud generation.&lt;br /&gt;
&lt;br /&gt;
These general functions are well documented by groups like Farren Labs{{citation_needed}}.&lt;br /&gt;
&lt;br /&gt;
=== Unique Functions ===&lt;br /&gt;
&lt;br /&gt;
Unique functions are functions that only a single attunement or a few attunements have. Examples of this include the Enchanter attunement's ability to create enchanted items, or the ability of the contract attunements to create binding contracts and exchange mana with other creatures. All information on unique functions of attunements is on the specific wiki page for that attunement.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Functions ===&lt;br /&gt;
&lt;br /&gt;
Specialized functions are functions that are only enabled when the attunement has been specialized. An example of this would be the ability of a specialized elementalist to permanently shift their shroud to their specialized element. Information on specialization in general is in the [[#Attunement Specializations|Attunement Specializations]] section below, and information on specific specializations is in the individual attunement wiki pages.&lt;br /&gt;
&lt;br /&gt;
== Attunement Specializations ==&lt;br /&gt;
&lt;br /&gt;
An attunement may gain a specialization if a specific type of mana is used disproportionately more than others for an extended period. This typically requires at least ninety percent of the mana used by the attuned to be of that type for about a year. When attunement specialization is gained, the attunement changes, gaining an additional line and skewing future mana production toward the specialized type. Some attunement specializations grant additional effects&amp;lt;ref name=&amp;quot;aa3-7&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 7&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
An example of this would be an Elementalist specialized in Lightning. Once the specialization was gained, the attunement would start generating a larger proportion of lightning mana. This specific specialization has the additional effect of automatically generating a lightning shroud, rather than requiring the attuned to manually create one.&lt;br /&gt;
&lt;br /&gt;
== Subglyphs ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Artificial Attunements ==&lt;br /&gt;
&lt;br /&gt;
Full article: [[Artificial Attunements]]&lt;br /&gt;
&lt;br /&gt;
[[Farren Labs]], in [[Caelford]], have developed artificial attunements, which are functionally similar to attunements, but without the requirement of taking a judgment. There are other corporations &amp;lt;ref&amp;gt;[https://discord.com/channels/443421134109671424/578706502001360897/877543544615759913 ''Climber's Court #author-answers''] &amp;lt;/ref&amp;gt; that have also developed the ability to create artificial attunements, but not to the degree or expertise that Farren Labs have.&lt;br /&gt;
&lt;br /&gt;
Artificial Attunements are incredibly expensive to make, requiring a class 5 mana crystal of each of the mana types used in the construction, as well as having other difficult and expensive to manufacture parts like applicators with purified mana.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Pyromancer&amp;diff=7437</id>
		<title>Pyromancer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Pyromancer&amp;diff=7437"/>
		<updated>2023-12-11T15:33:39Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Incineration&lt;br /&gt;
|mana1=Fire&lt;br /&gt;
|mana2=Death&lt;br /&gt;
|mana3=Umbral&lt;br /&gt;
|location=East Edria&lt;br /&gt;
|spire=Phoenix Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Pyromancer''' [[attunement]] specializes in powerful fire attacks. The Pyromancer attunement gives access to fire and death mana initially which can be combined into incineration mana. At Citrine level the attunement grants shadow mana. The Pyromancer attunement is typically found in the [[Phoenix Spire]]. Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire that continues spreading on its own.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Sticky Flames ===&lt;br /&gt;
&lt;br /&gt;
The Pyromancer function can make fire-element attacks &amp;quot;sticky&amp;quot; meaning the fire sticks to what is hit and keeps burning and resists being put out&amp;lt;ref&amp;gt;Jace the Red (Kester), ''Climber's Court Discord'', https://discord.com/channels/443421134109671424/671378758573359125/1026909033187258420.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Pyromancers ==&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Pyromancer&amp;diff=7436</id>
		<title>Pyromancer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Pyromancer&amp;diff=7436"/>
		<updated>2023-12-11T15:29:21Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Incineration&lt;br /&gt;
|mana1=Fire&lt;br /&gt;
|mana2=Death&lt;br /&gt;
|mana3=Umbral&lt;br /&gt;
|location=East Edria&lt;br /&gt;
|spire=Phoenix Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Pyromancer''' [[attunement]] specializes in powerful fire attacks. The Pyromancer attunement gives access to fire and death mana initially which can be combined into incineration mana. At Citrine level the attunement grants shadow mana. The Pyromancer attunement is typically found in the [[Phoenix Spire]]. Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire that continues spreading on its own.&lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Sticky Flames ===&lt;br /&gt;
&lt;br /&gt;
The Pyromancer function can make fire-element attacks &amp;quot;sticky&amp;quot; meaning the fire sticks to what is hit and keeps burning and resists being put out&amp;lt;ref&amp;gt;Kester, ''Climber's Court Discord'', https://discord.com/channels/443421134109671424/671378758573359125/1026909033187258420.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Pyromancers ==&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Pyromancer&amp;diff=7435</id>
		<title>Pyromancer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Pyromancer&amp;diff=7435"/>
		<updated>2023-12-11T15:21:15Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Incineration&lt;br /&gt;
|mana1=Fire&lt;br /&gt;
|mana2=Death&lt;br /&gt;
|mana3=Umbral&lt;br /&gt;
|location=East Edria&lt;br /&gt;
|spire=Phoenix Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Pyromancer''' [[attunement]] specializes in powerful fire attacks. The Pyromancer attunement gives access to fire and death mana initially which can be combined into incineration mana. At Citrine level the attunement grants shadow mana. The Pyromancer attunement is typically found in the [[Phoenix Spire]]. Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire &lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
=== Sticky Flames ===&lt;br /&gt;
&lt;br /&gt;
The Pyromancer function can make fire-element attacks &amp;quot;sticky&amp;quot; meaning the fire sticks to what is hit and keeps burning and resists being put out&amp;lt;ref&amp;gt;Kester, ''Climber's Court Discord'', https://discord.com/channels/443421134109671424/671378758573359125/1026909033187258420.&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notable Pyromancers ==&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Pyromancer&amp;diff=7434</id>
		<title>Pyromancer</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Pyromancer&amp;diff=7434"/>
		<updated>2023-12-11T15:10:19Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Attunement&lt;br /&gt;
|compound=Incineration&lt;br /&gt;
|mana1=Fire&lt;br /&gt;
|mana2=Death&lt;br /&gt;
|mana3=Umbral&lt;br /&gt;
|location=East Edria&lt;br /&gt;
|spire=Phoenix Spire&lt;br /&gt;
}}&lt;br /&gt;
The '''Pyromancer''' [[attunement]] specializes in powerful fire attacks. The Pyromancer attunement gives access to fire and death mana initially which can be combined into incineration mana. At Citrine level the attunement grants shadow mana. The Pyromancer attunement is typically found in the [[Phoenix Spire]]. Pyromancers are fire-based offensive attuned focused on large area-of-effect attacks, including some that produce perpetually burning, difficult to extinguish black fire &lt;br /&gt;
&lt;br /&gt;
== Attunement Features ==&lt;br /&gt;
''Features that are a result of specific attunement functions, rather than the types of mana available to the attuned.''&lt;br /&gt;
&lt;br /&gt;
== Notable Pyromancers ==&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Cecily_Lambert&amp;diff=7429</id>
		<title>Cecily Lambert</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Cecily_Lambert&amp;diff=7429"/>
		<updated>2023-12-10T09:31:13Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|attunement1=Enchanter&lt;br /&gt;
|attunement-specialization1=Mental&lt;br /&gt;
|attunement-location1=Leg&lt;br /&gt;
|attunment-note1=Right Leg&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Occupation= Student at [[Lorian Heights Academy]]&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
}}&lt;br /&gt;
An Enchanter and former romantic interest of [[Corin Cadence]]. She becomes specialized in [[mental mana]] after attempting to complete a Second Judgement in the [[Tiger Spire]] on the recommendation of [[Annabelle Faran]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
=== [[Sufficiently Advanced Magic]] ===&lt;br /&gt;
&lt;br /&gt;
Corin sees her a few times, but deliberately avoids her. &lt;br /&gt;
&lt;br /&gt;
=== [[On the Shoulders of Titans]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Torch that Ignites the Stars]] ===&lt;br /&gt;
&lt;br /&gt;
=== [[The Silence of Unworthy Gods]] ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Yunika Lambert]]&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Corin Cadence]]&lt;br /&gt;
When they were younger, Cecily and Corin though they would be marrying each other one day.&lt;br /&gt;
;[[Sera Cadence]]&lt;br /&gt;
;[[Tristan Cadence]]&lt;br /&gt;
&lt;br /&gt;
=== Professors ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter]]||[[Transference mana]]||[[Mental mana]]||[[Light mana]]||Mental Mana [[Attunement#Attunement Specializations|Attunement Specialization]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
* An umbrella with a hidden sword and enchantments to disguise discussion and make others not notice those under the umbrella.&lt;br /&gt;
* An enhanced Shield Sigil.&lt;br /&gt;
* Several Mana Batteries&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Blake_Hartigan&amp;diff=7428</id>
		<title>Blake Hartigan</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Blake_Hartigan&amp;diff=7428"/>
		<updated>2023-12-10T09:30:45Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Species=Human&lt;br /&gt;
|Titles=The Ember Lord&lt;br /&gt;
|dominion-sorcery1=Flame&lt;br /&gt;
|dominion-sorcery2=Lightning&lt;br /&gt;
|dominion-sorcery3=Stone&lt;br /&gt;
|dominion-sorcery4=Void&lt;br /&gt;
|dominion-sorcery5=Motion&lt;br /&gt;
|Items=[[Hartigan's Star]], Other Enchanted Rings&lt;br /&gt;
|other-powers=Reincarnation&lt;br /&gt;
|Occupation=Local Lord of Edgelake&lt;br /&gt;
|continent1=Mythralis&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[War of Broken Mirrors]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Blake Hartigan''' is a character in the [[War of Broken Mirrors]] series. He is one of the three Immortal Sorcerers. He was referenced in [[The Silence of Unworthy Gods]] by Saffron who effectively said that he would not attack a blood descended of Blake as Blake would intervene - thus showing that Blake is strong enough to threaten Vae'kes.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
As of Stealing Sorcery, Blake looks like a normal man in his 50s. He has mostly grey hair with some brown strands remaining. His face has lots of wrinkles and his only sign of wealth is the rings on his hands. He walks with a straight back. &lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Blake is considered strange by the standards of normal sorcerers. He often spends months in his tower without leaving and gives extremely valuable gifts out to the people who live near him. He has a reputation of being highly dangerous but people under him feel safer when he is around. He is mildly manipulative offering Lydia, who was investigating him for murder an apprenticeship. Blake insists that he would never commit violence against Edrick Theas and his family over academic disagreements. He is also slightly paranoid installing protections on his dominion marked items so that one has to be connected to them to use them. He also believed that spreading knowledge of dominion marking would lead to the extinction of humanity. Hartigan is more likely to burn a building down than to hire assassins. He is also highly intelligent. Blake was both polite and friendly to Lydia.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Lydia Hastings]]: Blake took Lydia on for training, helping improve her sorcery abilities after she was weakened by Sterling.&lt;br /&gt;
;[[Donovan Tailor]]: Donovan was one of Blake's apprentices. Blake taught Donovan how to make dominion marked items. &lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
Hartigan is a dominion sorcerer and an Immortal Sorcerer. He is famed for his use of flame magic and his creation of Hartigan's Star, a dominion marked ring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Flame ====&lt;br /&gt;
Blake is an expert with flame sorcery. His reputation for incinerating dozens of enemies at once earned him the title &amp;quot;The Ember Lord.&amp;quot; Blake's fire spells have been recorded at over 600 domini. According to Kester, as of War of Broken Mirrors 3, Blake can spend around 20 of his personal flame essence without permanent damage. However, Blake's average fire spells is about 400 essence which he gets from spending a single point of personal essence. Kester estimates that Blake has a 1:400 efficiency but when he uses Hartigan's Star his efficiency is 1:600. Wrynn believes that Hartigan has the power to be the Prime Lord of Flame, if all the political issues were to be ignored. Blake is known for burning down cities.&lt;br /&gt;
&lt;br /&gt;
'''Flame Coil'''&lt;br /&gt;
&lt;br /&gt;
Blake can form a serpentine coil of flame that hisses as if alive. &lt;br /&gt;
&lt;br /&gt;
'''Flaming Arrows'''&lt;br /&gt;
&lt;br /&gt;
Blake can create arrows of flame.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Lightning ====&lt;br /&gt;
Blake has demonstrated a lightning spell when training Lydia.&lt;br /&gt;
&lt;br /&gt;
'''Lightning Strike'''&lt;br /&gt;
&lt;br /&gt;
Blake can cast lightning bolts with very little focus. He uses the chant &amp;quot;Lightning, descend and strike.&amp;quot; If he focused more the lightning stays true to the path but if he gives minimal attention it will follow metal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Stone ====&lt;br /&gt;
Blake has demonstrated the ability to manipulate the stone of his tower.&lt;br /&gt;
&lt;br /&gt;
'''Wall'''&lt;br /&gt;
&lt;br /&gt;
Blake can raise stone walls in his tower with the word &amp;quot;wall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Void ====&lt;br /&gt;
Blake can use void magic.&lt;br /&gt;
&lt;br /&gt;
'''Voidlance'''&lt;br /&gt;
&lt;br /&gt;
Blake can cast a void spell with the word &amp;quot;voidlance&amp;quot; which creates three javelins of void mana which launch at his targets. Void spells excel at cancelling out magic it touches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dominion of Motion ====&lt;br /&gt;
Blake demonstrated the ability to manipulate kinetic energy&lt;br /&gt;
&lt;br /&gt;
'''Kinetic Burst'''&lt;br /&gt;
&lt;br /&gt;
Blake waved a hand to send a &amp;quot;burst of kinetic energy&amp;quot; to blast items away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Reincarnation ====&lt;br /&gt;
&lt;br /&gt;
Blake Hartigan is immortal in a sense. He managed to perform a ritual that Kelryssia a goddess of sorcery failed. The ritual allowed him to take control of his cycle of reincarnation and ensures that when he dies he is reborn with all of his memories. He does not retain his dominion connections and needs to retrain in each life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enchanting ====&lt;br /&gt;
Hartigan is an expert at enchanting and writes books on dominion bonding. Hartigan is the person who basically invented the process of enchanting rings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Dominion Bonding =====&lt;br /&gt;
Dominion bonding is the process of flooding an item with one essence type and then binding a spell to the item. A huge amount of his possessions are dominion bonded including his silverware. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Dominion Marking =====&lt;br /&gt;
Dominion Marking is a far more complex type of enchanting. Blake's methods of creating dominion marked items involve the use of refined dominion essence. Hartigan uses dominion marks for several reasons: the essence from dominions is stored within the mark rather than the item itself and the ability to connect a dominion marked item to something else - like connecting a person to an item so they can access new types of essence or to use the item as a catalyst to connect to a dominion. Hartigan creates artificial gemstones and then transfers the essence from materials saturated with dominion essence into the gemstone. He then adds the gemstone to an item and applies dominion marks to the items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alchemy ====&lt;br /&gt;
Hartigan is well respected for his alchemy ability. Blake keeps extensive alchemical notes, recording all the work he does. Hartigan can make healing potions that are far better than what Mythralis usually has. Blake knows a great deal about alchemy from when attempting to obtain immortality the Tyrenian way. Blake also makes potions that mix antithetical dominion compounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Hartigan's Star ===&lt;br /&gt;
&lt;br /&gt;
Hartigan's Star is Blake Hartigan's ultimate weapon. A ring with refined essence from the Dominion of Flame and dominion marks. Blake claims that the ring could &amp;quot;consume the world in fire&amp;quot; and that he should have destroyed him but his pride prevented it. The following quote about Hartigan's Star is from Kester.&lt;br /&gt;
&lt;br /&gt;
His star constantly pulls essence as fast as he could make it from the Flame dominion and stores it in the largest mana capacitor he could create, giving himself access to hundreds of thousands of domini of pre-called, immediately usable essence. This allows him to call spells using his maximum power, and then add to that by pulling as much essence as he wants from the ring, adding it to his calling, and the ring will immediately begin refilling itself at his maximum ritual powered calling rate. In essence (ha), Hartigan is walking around with the mana levels, mana transfer speed, and therefore power-boost, of a Sapphire+ attuned. (But only for Flame spells)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Various Other Items ===&lt;br /&gt;
&lt;br /&gt;
Hartigan has a ring that allows him to disable the protection ritual on his door. One of the rings that Hartigan wears protects him from sleep spells but needs to be manually activated in advance. Blake has a tiny enchanted device that heats his cauldron. He has countless other dominion bonded items in an armoury.&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Antonia_Meltlake&amp;diff=7427</id>
		<title>Antonia Meltlake</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Antonia_Meltlake&amp;diff=7427"/>
		<updated>2023-12-10T09:27:16Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Character&lt;br /&gt;
|Aliases= Professor Meltlake, Chancellor Meltlake, Antonia Hartigan ''(formerly)''&lt;br /&gt;
|attunement1=Elementalist&lt;br /&gt;
|attunement-specialization1=Fire&lt;br /&gt;
|attunement-location1=Hand&lt;br /&gt;
|Occupation= Professor at [[Lorian Heights Academy]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
|nation1=Valia&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
}}&lt;br /&gt;
'''Antonia Meltlake''', formerly Antonia Hartigan, is a powerful [[Elementalist]] and current Chancellor at [[Lorian Heights Academy]]&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Derek Hartigan]]: &lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
;[[Patrick Wayland]]:&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
;[[Mizuchi]]:&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalist]]||Fire&amp;lt;ref name=&amp;quot;aa1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;&lt;br /&gt;
||Air&amp;lt;ref name=&amp;quot;aa1&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
||Water&lt;br /&gt;
||Elementalists utilize Fire, Air, and Lightning magic in ranged combat. They are considered extremely strong offensive Attuned. &amp;lt;ref name=&amp;quot;aa1&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
==== Elementalist Attunement ====&lt;br /&gt;
Meltlake has the Elementalist attunement which gives her access to fire and air mana. The attunement allows her to easily combine them to form lightning mana. The Elementalist attunement also gives Meltlake earth mana. Meltlake has a shroud, a magical aura that slows down or stops attacks, from her attunement. Meltalke has reached the necessary mana to be a Sapphire level attuned (77,760 mana) but is only Emerald Rank A because there is no Sapphire level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Fire Mana =====&lt;br /&gt;
Fire mana helps with protecting from extreme temperature changes.&lt;br /&gt;
&lt;br /&gt;
'''Fire Stream'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can create a stream of fire which sprouts from her cane. When she used this against [[Mizuchi]] it was so hot that Corin could feel it from hundreds of feet away. &lt;br /&gt;
&lt;br /&gt;
'''Fire Shroud'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can saturated her shroud with flames. She can also wrap herself in golden smoke and fire or golden flames.&lt;br /&gt;
&lt;br /&gt;
'''Fireball'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can throw spheres of fire. Meltlake can make her fireballs massive, bigger then a kraken.&lt;br /&gt;
&lt;br /&gt;
'''Fireball Detonation'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can cause her fireballs to explode.&lt;br /&gt;
&lt;br /&gt;
'''Splitting Fireball'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can throw spheres of fire which split into smaller spheres. &lt;br /&gt;
&lt;br /&gt;
'''Flame Lance'''&lt;br /&gt;
&lt;br /&gt;
Meltlake has a spell that creates a lance made from flames.&lt;br /&gt;
&lt;br /&gt;
'''Flame Wall'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can form walls of flame.&lt;br /&gt;
&lt;br /&gt;
'''Fire Wave'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can launch a wave of flame.&lt;br /&gt;
&lt;br /&gt;
'''White Sphere'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can form a white sphere around her targets. This caused Mizuchi's scales to be slightly cracked.&lt;br /&gt;
&lt;br /&gt;
'''White Fire'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can produce a thin line of white fire from her cane which is blinding in its intensity. &lt;br /&gt;
&lt;br /&gt;
'''Flame Touch'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can cause whatever she touches to burst into flames.&lt;br /&gt;
&lt;br /&gt;
'''Blowtorch'''&lt;br /&gt;
&lt;br /&gt;
Meltlake has a blowtorch spell that extends from her fingers and cuts through things. &lt;br /&gt;
&lt;br /&gt;
'''Golden Fireball'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can throw around fireballs which are golden. &lt;br /&gt;
&lt;br /&gt;
'''Golden Cone'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can form a cone of golden fire which explodes into an inferno which envelops her target.&lt;br /&gt;
&lt;br /&gt;
'''Meltlake'''&lt;br /&gt;
&lt;br /&gt;
Meltlake's famous spell which she was named from. A spell that took a few minutes to cast and then produced the sound of the sky being torn apart and such a bright light and then began to burn away at a lake and destroy the attacking shades. Keras described the spell as similar to the Hartigan progenitor [[Blake Hartigan]]'s use of Hartigan's star - tearing power from the Plane of Flame. [[Ishyeal Dawnsglow|Ishyeal]] said that he would hesitate to call it fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Air Mana =====&lt;br /&gt;
Air mana helps increase speed.&lt;br /&gt;
&lt;br /&gt;
'''Floating'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can use her air mana to float. She can sit on the air.&lt;br /&gt;
&lt;br /&gt;
'''Steadying'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can steady someone falling and slowly lower them. &lt;br /&gt;
&lt;br /&gt;
'''Silencing'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can manipulate the air to prevent someone's voice being heard.&lt;br /&gt;
&lt;br /&gt;
'''Choking'''&lt;br /&gt;
&lt;br /&gt;
Meltlake admits it would be trivial for her to choke someone using her air mana.&lt;br /&gt;
&lt;br /&gt;
'''Wind Cage'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can form a cage of wind.&lt;br /&gt;
&lt;br /&gt;
'''Flight'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can fly at absurd speeds.&lt;br /&gt;
&lt;br /&gt;
'''Object Control'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can manipulate objects by grabbing them with air mana.&lt;br /&gt;
&lt;br /&gt;
'''Wind Blast'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can launch blasts of wind. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Earth Mana =====&lt;br /&gt;
Earth mana reinforces the body.&lt;br /&gt;
&lt;br /&gt;
'''Envelopment'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can cause stone to envelop things she targets in a dome.&lt;br /&gt;
&lt;br /&gt;
'''Wall of Stone'''&lt;br /&gt;
&lt;br /&gt;
With an upwards gesture and the words &amp;quot;wall of stone&amp;quot; Meltlake can raise a wall from stone.&lt;br /&gt;
&lt;br /&gt;
'''Meteor'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can cast meteor spells. This uses immense amounts of fire and earth mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Lightning Mana =====&lt;br /&gt;
Lightning mana helps with reaction speed.&lt;br /&gt;
&lt;br /&gt;
'''Lightning Storm'''&lt;br /&gt;
&lt;br /&gt;
Meltlake was capable of teaching Patrick a lightning spell that creates a storm that periodically hits enemies with lightning bolts.&lt;br /&gt;
&lt;br /&gt;
'''Weapon Electrification'''&lt;br /&gt;
&lt;br /&gt;
Meltlake taught Patrick a spell that charges a weapon with lightning.&lt;br /&gt;
&lt;br /&gt;
'''Chain Lightning'''&lt;br /&gt;
&lt;br /&gt;
Meltlake taught Patrick a chain lightning spell.&lt;br /&gt;
&lt;br /&gt;
'''Splitting Lightning'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can throw lightning which splits into multiple bolts.&lt;br /&gt;
&lt;br /&gt;
'''Lightning Bolt'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can cast lightning bolt spells.&lt;br /&gt;
&lt;br /&gt;
'''Lightning Orb'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can forms balls of lightning.&lt;br /&gt;
&lt;br /&gt;
'''Lightning Chains'''&lt;br /&gt;
&lt;br /&gt;
Meltlake can form chains of seemingly solid lightning.&lt;br /&gt;
&lt;br /&gt;
'''Natural Lightning'''&lt;br /&gt;
&lt;br /&gt;
From what Keras could tell, Meltlake managed to call near instant, natural lightning from the cloudless sky.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===== Fire Specialization =====&lt;br /&gt;
Meltlake has an attunement specialization for fire mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Magic&amp;diff=7426</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Magic&amp;diff=7426"/>
		<updated>2023-12-10T09:25:43Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The magic of [[Venaya]] all uses the same underlying system of manipulating [[essence|Dominion essence]]. [[Dominion|Dominions]] are planes of existence comprised of different types of essence, or as it's called on [[Kaldwyn]], mana. The world the story takes place on is on the &amp;quot;[[core plane]]&amp;quot; and can be considered a planet on a plane of existence set between all dominions. Venaya and all other core planes are made up of the essence of the dominions they are set between.&lt;br /&gt;
&lt;br /&gt;
== Essence ==&lt;br /&gt;
&lt;br /&gt;
Different Essence types impact the body differently.  Each essence also has a set of other essences that it either doesn't mix well with or at all.  A list of all essence types and associated pages can be found on the page [[:Category:Essence]].&lt;br /&gt;
&lt;br /&gt;
=== Prime Essence ===&lt;br /&gt;
&lt;br /&gt;
A list of the Prime Essence pages can be found on the page [[:Category:Prime Essence]]. These essences are directly connected to the twelve Prime Dominions: motion, stability, life, death, wind, stone, flame, water, knowledge, deception, light and shadow.&lt;br /&gt;
&lt;br /&gt;
=== Compound Essence ===&lt;br /&gt;
&lt;br /&gt;
A list of the Compound Essence pages can be found on the page [[:Category:Compound Essence]].  Compound Essence is a mixture of two Prime Essence types at a specific ratio. These are related to the Deep Dominions. &lt;br /&gt;
&lt;br /&gt;
=== Complex Composite Essence ===&lt;br /&gt;
&lt;br /&gt;
A Complex Composite Essence is a mixture multiple essences at a specific ratio such that it creates a stable mixture. Also known as hybrid essences, there are thousands of variations. Almost any combination of essence types can form a hybrid, although some essence types have better compatibility with each other and merge more easily. Hybrid essences can also consist of other hybrid essences, or combinations of hybrid and nonhybrid essence types. Typically found on [[Dania]].&lt;br /&gt;
&lt;br /&gt;
=== Sub Essence ===&lt;br /&gt;
&lt;br /&gt;
Sub-essences are specific amounts of an essence producing a variation on the traditional essence. For example, mixing motion and light usually produces the compound essence constellations but mixing it in a slightly different ratio instead produces radiance essence.&lt;br /&gt;
&lt;br /&gt;
== Dominions ==&lt;br /&gt;
&lt;br /&gt;
There are sixty standard dominions in total. Each dominion has [[star|stars]] that act as a gateways or portals to a single dominion. These stars exist both on the core plane and in dominions. Each dominion is classified as either a [[prime dominion]] or [[deep dominion]] depending on how they connect to other dominions through these stars. Stars are gateways to a specific dominion or a celestial object like a planet. Deep Dominions are formed in the conflux of space between two primes dominions.  The Prime and Deep Dominions are planes of existence that someone with the right abilities could visit.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Prime Dominions ===&lt;br /&gt;
&lt;br /&gt;
There are twelve Prime Dominions associated with the twelve Prime Essence types. The prime dominions are associated with the prime essence types.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Deep Dominions ===&lt;br /&gt;
&lt;br /&gt;
There are forty-eight Deep Dominions.  Each Deep Dominion is associated with a Compound Essence type.&lt;br /&gt;
&lt;br /&gt;
== Definitions ==&lt;br /&gt;
&lt;br /&gt;
=== Calling ===&lt;br /&gt;
&lt;br /&gt;
Calling is creating something that doesn't already exist by providing essence, and, in general, by bringing essence from a source into the world, usually in the form of a spell being cast.  The source can be from a Dominion, from an item, from your own personal essence pool, etc.  For example, using your essence to create a fireball spell is calling.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shaping ===&lt;br /&gt;
&lt;br /&gt;
Shaping is manipulating existing essence.  For example, pulling flames from a campfire and throwing them onto a target is shaping.&lt;br /&gt;
&lt;br /&gt;
== Magic methodologies types in Venaya ==&lt;br /&gt;
&lt;br /&gt;
The following types of magic methodologies have been discovered so far in [[Venaya]], and where you see them most often being gained or taught.&lt;br /&gt;
&lt;br /&gt;
The list of Magic Types was provided by Professor Haven in Corin's Alternate Magic Sources class in AA4.&lt;br /&gt;
&lt;br /&gt;
* [[Dominion Sorcery]] ([[Mythralis]])&lt;br /&gt;
* [[Attunement]] ([[Kaldwyn]])&lt;br /&gt;
* [[Crystal Marks]] ([[Kaldwyn]])&lt;br /&gt;
* [[Spirit Arts]] ([[Artinia]])&lt;br /&gt;
* [[Essence Sorcery]] ([[Dania]])&lt;br /&gt;
* [[Beast Bonds]] - to be disclosed&lt;br /&gt;
* [[Blood Alchemy]] ([[Tyrennia]])&lt;br /&gt;
* [[Shade Weaves]]&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7425</id>
		<title>Essence Sorcery</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7425"/>
		<updated>2023-12-10T09:06:51Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Essence sorcery is the main method of [[magic]] on [[Dania]]. &lt;br /&gt;
&lt;br /&gt;
== Basics==&lt;br /&gt;
&lt;br /&gt;
The basis of the magic is a person absorbing the high levels of ambient essence into their body to form a 'completed Dianis Point'. For example essence sorcerers can go to an area with a high level of air essence and absorb it and compress it to form an air Dianis Point.&lt;br /&gt;
&lt;br /&gt;
== Dianis Points ==&lt;br /&gt;
&lt;br /&gt;
There are seven Dianis Points that can be formed. A completed Dianis Point is a crystalline structure that automatically fills itself up over time with the same type of essence that was used to make it. This provides a steady, reusable source of essence. The seven Dianis Points are: the heart point, the viewing point, the breathing point, the sword point, the shield point, the advancing point and the retreating point. Each Dianis Point can cause the essence compressed within to act differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart (Heart) - The Heart Point connects to all the other Dianis Points in the body to allow for the mixing of essence.&lt;br /&gt;
&lt;br /&gt;
Breathing (Throat) - The Breathing Point can passively absorb very small amounts of essence of the same type that is in the Point, allowing for passive development.&lt;br /&gt;
&lt;br /&gt;
Viewing (Forehead) - The Viewing Point modifies perception based on what essence is in the Point.&lt;br /&gt;
&lt;br /&gt;
Sword (Dominant Hand) - The Sword Point influences striking power and offensive magic based on the type of essence in the point. Makes projecting essence attacks of its type easier.&lt;br /&gt;
&lt;br /&gt;
Shield (Off-Hand) - The Shield Point provides a passive defense based on the type of essence in the point. Makes forming defensive and healing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
Advancing (Dominant Foot) - The Advancing Point provides speed or mobility based on the type of essence in the point. Makes forming movement and buffing techniques using its type easier.&lt;br /&gt;
&lt;br /&gt;
Retreating (Off-Foot) - The Retreating Point provides stealth and concealment abilities based on the type of essence in the point.  Makes forming stealth and debuffing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Essence Sorcerers have levels of development that relate to how much essence they have compressed into their Dianis Points. This compression can be done on a singular point or spread out across multiple. To complete one Dianis Point, 6 units (arbitrary massive amount) of essence is needed. The different stages can be identified by the color of the aura that a sorcerer has when they are viewed under a detect aura spell. The amount of compressed essence needed alternates between triple and double the prior amount. This is also true for spirit bond units.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Essence Layer / Core Layer ===&lt;br /&gt;
The first three levels are all under the Essence Layer, sometimes called the Core Layer. The levels are: Candle, Torch and Hearth. The only requirement for advancing in this layer is increasing the amount of compressed essence that is in the sorcerers Dianis Points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Candle (Clear to Red Aura)&lt;br /&gt;
&lt;br /&gt;
:* Candle level is reached by completing one Dianis Point. For Danian natives this is largely automatic. 6 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* Reaching Candle gives the sorcerer an internal essence sense which allows for a interacting with the internal essence structure. Reaching Candle also improves the sorcerer's external essence sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Torch (Red Aura)&lt;br /&gt;
&lt;br /&gt;
:* Torch level is reached by completing three Dianis Points or having the same amount of compressed essence in a smaller number of points. 18 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will have a [[Destiny Dream]] upon reaching Torch level which will give them a mark with a special ability. The Destiny Mark they get is based on their essence types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hearth (Orange Aura)&lt;br /&gt;
&lt;br /&gt;
:* Hearth level is reached by completing six Dianis Points or having the same amount of compressed essence in a smaller number of points. 36 units of essence are needed. &lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will be able to make spirit bonds, connecting their own Dianis Points to someone else's allowing for the essence in the two points to be mixed by either sorcerer. They can also just draw on the essence from their partner's connected Dianis Point. These spirit bonds form a strong connection between the two entities. It is also possible to connect two of the essence sorcerer's own Dianis Points together to allow for mixing between different points that they could not normally mix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spirit  Layer ===&lt;br /&gt;
The next three levels are all under the Spirit Layer. The levels are: Signet, Regalia and Crown. There is now a second requirement for advancing in this layer along with increasing the amount of compressed essence that is in the sorcerers Dianis Points - the development of spirit bonds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Signet (Orange to Yellow Aura)&lt;br /&gt;
&lt;br /&gt;
:* Signet level is reached by completing one solidified spirit bond and increasing the amount of compressed essence in the sorcerer's Dianis Points. 108 units of essence are needed along with one solidified spirit bond.&lt;br /&gt;
&lt;br /&gt;
:* Reaching Signet gives the sorcerer an internal spirit sense which allows for a interacting with the internal spirit structure. Reaching Signet also improves the sorcerer's external spirit sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Regalia (Yellow Aura)&lt;br /&gt;
&lt;br /&gt;
:* Regalia level is reached by completing three solidified spirit bonds or increasing a smaller number of bonds to match the level. 216 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* A Regalia level sorcerer will be able to create spirit regalia which allows for fusing items into the spirit. This ties the item directly to a component of the spirit. They cannot have  both a spirit bond with a creature and a spirit regalia piece tied to the same Dianis Point. This lets them equip an item on their spirit and incorporate / discorporate it at will, as well as mix essence with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Crown (Yellow to Green Aura)&lt;br /&gt;
&lt;br /&gt;
:* Crown level is reached by completing six solidified spirit bonds or increasing a smaller number of bonds to match the level. 648 units of essence are needed. &lt;br /&gt;
&lt;br /&gt;
:* The sorcerer may undergo a &amp;quot;Shadow Trial&amp;quot;,  where  one  must  confront  their  “inner  self” upon reaching Crown level. This may be incorrect and [[Scribe]] notes this especially. The sorcerer can then make shade weaves where they connect the shades of other entities to their own shade. As the shade determines the body's &amp;quot;correct state&amp;quot; adding shade weaves allows for physical modification. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shade Layer ===&lt;br /&gt;
There is no information revealed about the Shade Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Memory Layer ===&lt;br /&gt;
The Memory Layer may not be right after the Shade Layer, there may be intervening layers. No information revealed.&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7424</id>
		<title>Essence Sorcery</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7424"/>
		<updated>2023-12-10T08:54:39Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Essence sorcery is the main method of [[magic]] on [[Dania]]. &lt;br /&gt;
&lt;br /&gt;
== Basics==&lt;br /&gt;
&lt;br /&gt;
The basis of the magic is a person absorbing the high levels of ambient essence into their body to form a 'completed Dianis Point'. For example essence sorcerers can go to an area with a high level of air essence and absorb it and compress it to form an air Dianis Point.&lt;br /&gt;
&lt;br /&gt;
== Dianis Points ==&lt;br /&gt;
&lt;br /&gt;
There are seven Dianis Points that can be formed. A completed Dianis Point is a crystalline structure that automatically fills itself up over time with the same type of essence that was used to make it. This provides a steady, reusable source of essence. The seven Dianis Points are: the heart point, the viewing point, the breathing point, the sword point, the shield point, the advancing point and the retreating point. Each Dianis Point can cause the essence compressed within to act differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart (Heart) - The Heart Point connects to all the other Dianis Points in the body to allow for the mixing of essence.&lt;br /&gt;
&lt;br /&gt;
Breathing (Throat) - The Breathing Point can passively absorb very small amounts of essence of the same type that is in the Point, allowing for passive development.&lt;br /&gt;
&lt;br /&gt;
Viewing (Forehead) - The Viewing Point modifies perception based on what essence is in the Point.&lt;br /&gt;
&lt;br /&gt;
Sword (Dominant Hand) - The Sword Point influences striking power and offensive magic based on the type of essence in the point. Makes projecting essence attacks of its type easier.&lt;br /&gt;
&lt;br /&gt;
Shield (Off-Hand) - The Shield Point provides a passive defense based on the type of essence in the point. Makes forming defensive and healing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
Advancing (Dominant Foot) - The Advancing Point provides speed or mobility based on the type of essence in the point. Makes forming movement and buffing techniques using its type easier.&lt;br /&gt;
&lt;br /&gt;
Retreating (Off-Foot) - The Retreating Point provides stealth and concealment abilities based on the type of essence in the point.  Makes forming stealth and debuffing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Essence Sorcerers have levels of development that relate to how much essence they have compressed into their Dianis Points. This compression can be done on a singular point or spread out across multiple. To complete one Dianis Point, 6 units (arbitrary massive amount) of essence is needed. The different stages can be identified by the color of the aura that a sorcerer has when they are viewed under a detect aura spell. The amount of compressed essence needed alternates between triple and double the prior amount. This is also true for spirit bond units.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Essence Layer / Core Layer ===&lt;br /&gt;
The first three levels are all under the Essence Layer, sometimes called the Core Layer. The levels are: Candle, Torch and Hearth. The only requirement for advancing in this layer is increasing the amount of compressed essence that is in the sorcerers Dianis Points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Candle (Clear to Red Aura)&lt;br /&gt;
&lt;br /&gt;
:* Candle level is reached by completing one Dianis Point. For Danian natives this is largely automatic. 6 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* Reaching Candle gives the sorcerer an internal essence sense which allows for a interacting with the internal essence structure. Reaching Candle also improves the sorcerer's external essence sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Torch (Red Aura)&lt;br /&gt;
&lt;br /&gt;
:* Torch level is reached by completing three Dianis Points or having the same amount of compressed essence in a smaller number of points. 18 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will have a [[Destiny Dream]] upon reaching Torch level which will give them a mark with a special ability. The Destiny Mark they get is based on their essence types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hearth (Orange Aura)&lt;br /&gt;
&lt;br /&gt;
:* Hearth level is reached by completing six Dianis Points or having the same amount of compressed essence in a smaller number of points. 36 units of essence are needed. &lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will be able to make spirit bonds, connecting their own Dianis Points to someone else's allowing for the essence in the two points to be mixed by either sorcerer. They can also just draw on the essence from their partner's connected Dianis Point. These spirit bonds form a strong connection between the two entities. It is also possible to connect two of the essence sorcerer's own Dianis Points together to allow for mixing between different points that they could not normally mix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spirit  Layer ===&lt;br /&gt;
The next three levels are all under the Spirit Layer. The levels are: Signet, Regalia and Crown. There is now a second requirement for advancing in this layer along with increasing the amount of compressed essence that is in the sorcerers Dianis Points - the development of spirit bonds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Signet (Orange to Yellow Aura)&lt;br /&gt;
&lt;br /&gt;
:* Signet level is reached by completing one solidified spirit bond and increasing the amount of compressed essence in the sorcerer's Dianis Points. 108 units of essence are needed along with one solidified spirit bond.&lt;br /&gt;
&lt;br /&gt;
:* Reaching Signet gives the sorcerer an internal spirit sense which allows for a interacting with the internal spirit structure. Reaching Candle also improves the sorcerer's external spirit sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Regalia (Yellow Aura)&lt;br /&gt;
&lt;br /&gt;
:* Regalia level is reached by completing three solidified spirit bonds or increasing a smaller number of bonds to match the level. 216 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will be able to create spirit regalia which allows for fusing items into the spirit. This ties the item directly to a component of the spirit. You cannot have  both a spirit bond with a creature and a spirit regalia piece tied to the same Dianis Point. This lets you equip an item on your spirit and incorporate / discorporate it at will, as well as mix essence with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Crown (Yellow to Green Aura)&lt;br /&gt;
&lt;br /&gt;
:* Crown level is reached by completing six solidified spirit bonds or increasing a smaller number of bonds to match the level. 648 units of essence are needed. &lt;br /&gt;
&lt;br /&gt;
:* The sorcerer may undergo a &amp;quot;Shadow Trial&amp;quot;,  where  one  must  confront  their  “inner  self.” This may be incorrect, Scribe notes this especially. The sorcerer can then make shade weaves where they connect the shades of other entities to their own shade. As the shade determines the body's &amp;quot;correct state&amp;quot; adding shade weaves allows for physical modification. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shade Layer ===&lt;br /&gt;
There is no information revealed about the Shade Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Memory Layer ===&lt;br /&gt;
The Memory Layer may not be right after the Shade Layer, there may be intervening layers. No information revealed.&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7423</id>
		<title>Essence Sorcery</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7423"/>
		<updated>2023-12-09T22:35:03Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Essence sorcery is the main method of [[magic]] on [[Dania]]. &lt;br /&gt;
&lt;br /&gt;
== Basics==&lt;br /&gt;
&lt;br /&gt;
The basis of the magic is a person absorbing the high levels of ambient essence into their body to form a 'completed Dianis Point'. For example essence sorcerers can go to an area with a high level of air essence and absorb it and compress it to form an air Dianis Point.&lt;br /&gt;
&lt;br /&gt;
== Dianis Points ==&lt;br /&gt;
&lt;br /&gt;
There are seven Dianis Points that can be formed. A completed Dianis Point is a crystalline structure that automatically fills itself up over time with the same type of essence that was used to make it. This provides a steady, reusable source of essence. The seven Dianis Points are: the heart point, the viewing point, the breathing point, the sword point, the shield point, the advancing point and the retreating point. Each Dianis Point can cause the essence compressed within to act differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart (Heart) - The Heart Point connects to all the other Dianis Points in the body to allow for the mixing of essence.&lt;br /&gt;
&lt;br /&gt;
Breathing (Throat) - The Breathing Point can passively absorb very small amounts of essence of the same type that is in the Point, allowing for passive development.&lt;br /&gt;
&lt;br /&gt;
Viewing (Forehead) - The Viewing Point modifies perception based on what essence is in the Point.&lt;br /&gt;
&lt;br /&gt;
Sword (Dominant Hand) - The Sword Point influences striking power and offensive magic based on the type of essence in the point. Makes projecting essence attacks of its type easier.&lt;br /&gt;
&lt;br /&gt;
Shield (Off-Hand) - The Shield Point provides a passive defense based on the type of essence in the point. Makes forming defensive and healing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
Advancing (Dominant Foot) - The Advancing Point provides speed or mobility based on the type of essence in the point. Makes forming movement and buffing techniques using its type easier.&lt;br /&gt;
&lt;br /&gt;
Retreating (Off-Foot) - The Retreating Point provides stealth and concealment abilities based on the type of essence in the point.  Makes forming stealth and debuffing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Essence Sorcerers have levels of development that relate to how much essence they have compressed into their Dianis Points. This compression can be done on a singular point or spread out across multiple. To complete one Dianis Point, 6 units (arbitrary massive amount) of essence is needed. The different stages can be identified by the color of the aura that a sorcerer has when they are viewed under a detect aura spell. The amount of compressed essence needed alternates between triple and double the prior amount. This is also true for spirit bond units.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Essence Layer / Core Layer ===&lt;br /&gt;
The first three levels are all under the Essence Layer, sometimes called the Core Layer. The levels are: Candle, Torch and Hearth. The only requirement for advancing in this layer is increasing the amount of compressed essence that is in the sorcerers Dianis Points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Candle (Clear to Red Aura)&lt;br /&gt;
&lt;br /&gt;
:* Candle level is reached by completing one Dianis Point. For Danian natives this is largely automatic. 6 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* Reaching Candle gives the sorcerer an internal essence sense which allows for a interacting with the internal essence structure. Reaching Candle also improves the sorcerer's external essence sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Torch (Red Aura)&lt;br /&gt;
&lt;br /&gt;
:* Torch level is reached by completing three Dianis Points or having the same amount of compressed essence in a smaller number of points. 18 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will have a [[Destiny Dream]] upon reaching Torch level which will give them a mark with a special ability. The Destiny Mark they get is based on their essence types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hearth (Orange Aura)&lt;br /&gt;
&lt;br /&gt;
:* Hearth level is reached by completing six Dianis Points or having the same amount of compressed essence in a smaller number of points. 36 units of essence are needed. &lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will be able to make spirit bonds, connecting their own Dianis Points to someone else's allowing for the essence in the two points to be mixed by either sorcerer. They can also just draw on the essence from their partner's connected Dianis Point. These spirit bonds form a strong connection between the two entities. It is also possible to connect two of the essence sorcerer's own Dianis Points together to allow for mixing between different points that they could not normally mix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Spirit  Layer ===&lt;br /&gt;
The next three levels are all under the Spirit Layer. The levels are: Signet, Regalia and Crown. There is now a second requirement for advancing in this layer along with increasing the amount of compressed essence that is in the sorcerers Dianis Points - the development of spirit bonds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Signet (Orange to Yellow Aura)&lt;br /&gt;
&lt;br /&gt;
:* Signet level is reached by completing one solidified spirit bond and increasing the amount of compressed essence in the sorcerer's Dianis Points. 108 units of essence are needed along with one solidified spirit bond.&lt;br /&gt;
&lt;br /&gt;
:* Reaching Signet gives the sorcerer an internal spirit sense which allows for a interacting with the internal spirit structure. Reaching Candle also improves the sorcerer's external spirit sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Regalia (Yellow Aura)&lt;br /&gt;
&lt;br /&gt;
:* Regalia level is reached by completing three solidified spirit bonds or increasing a smaller number of bonds to match the level. 216 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will be able to create spirit regalia which allows for fusing items into the spirit. This ties the item directly to a component of the spirit. You cannot have  both a spirit bond with a creature and a spirit regalia piece tied to the same Dianis Point. This lets you equip an item on your spirit and incorporate / discorporate it at will, as well as mix essence with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Crown(Yellow to Green Aura)&lt;br /&gt;
&lt;br /&gt;
:* Crown level is reached by completing six solidified spirit bonds or increasing a smaller number of bonds to match the level. 648 units of essence are needed. &lt;br /&gt;
&lt;br /&gt;
:* The sorcerer may undergo a &amp;quot;Shadow Trial&amp;quot;,  where  one  must  confront  their  “inner  self.” This may be incorrect, Scribe notes this especially. The sorcerer can then make shade weaves where they connect the shades of other entities to their own shade. As the shade determines the body's &amp;quot;correct state&amp;quot; adding shade weaves allows for physical modification. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Shade Layer ===&lt;br /&gt;
There is no information revealed about the Shade Layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Memory Layer ===&lt;br /&gt;
The Memory Layer may not be right after the Shade Layer, there may be intervening layers. No information revealed.&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7422</id>
		<title>Essence Sorcery</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7422"/>
		<updated>2023-12-09T14:37:27Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Essence sorcery is the main method of [[magic]] on [[Dania]]. &lt;br /&gt;
&lt;br /&gt;
== Basics==&lt;br /&gt;
&lt;br /&gt;
The basis of the magic is a person absorbing the high levels of ambient essence into their body to form a 'completed Dianis Point'. For example essence sorcerers can go to an area with a high level of air essence and absorb it and compress it to form an air Dianis Point.&lt;br /&gt;
&lt;br /&gt;
== Dianis Points ==&lt;br /&gt;
&lt;br /&gt;
There are seven Dianis Points that can be formed. A completed Dianis Point is a crystalline structure that automatically fills itself up over time with the same type of essence that was used to make it. This provides a steady, reusable source of essence. The seven Dianis Points are: the heart point, the viewing point, the breathing point, the sword point, the shield point, the advancing point and the retreating point. Each Dianis Point can cause the essence compressed within to act differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart (Heart) - The Heart Point connects to all the other Dianis Points in the body to allow for the mixing of essence.&lt;br /&gt;
&lt;br /&gt;
Breathing (Throat) - The Breathing Point can passively absorb very small amounts of essence of the same type that is in the Point, allowing for passive development.&lt;br /&gt;
&lt;br /&gt;
Viewing (Forehead) - The Viewing Point modifies perception based on what essence is in the Point.&lt;br /&gt;
&lt;br /&gt;
Sword (Dominant Hand) - The Sword Point influences striking power and offensive magic based on the type of essence in the point. Makes projecting essence attacks of its type easier.&lt;br /&gt;
&lt;br /&gt;
Shield (Off-Hand) - The Shield Point provides a passive defense based on the type of essence in the point. Makes forming defensive and healing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
Advancing (Dominant Foot) - The Advancing Point provides speed or mobility based on the type of essence in the point. Makes forming movement and buffing techniques using its type easier.&lt;br /&gt;
&lt;br /&gt;
Retreating (Off-Foot) - The Retreating Point provides stealth and concealment abilities based on the type of essence in the point.  Makes forming stealth and debuffing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Essence Sorcerers have levels of development that relate to how much essence they have compressed into their Dianis Points. This compression can be done on a singular point or spread out across multiple. To complete one Dianis Point, 6 units (arbitrary massive amount) of essence is needed.&lt;br /&gt;
&lt;br /&gt;
=== Essence Layer / Core Layer ===&lt;br /&gt;
The first three levels are all under the Essence Layer, sometimes called the Core Layer. The levels are: Candle, Torch and Hearth. The only requirement for advancing in this layer is increasing the amount of compressed essence that is in the sorcerers Dianis Points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Candle &lt;br /&gt;
&lt;br /&gt;
:* Candle level is reached by completing one Dianis Point. For Danian natives this is largely automatic. 6 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* Reaching Candle gives the sorcerer an internal essence sense which allows for a interacting with the internal the internal essence structure. Reaching Candle also improves the sorcerer's external essence sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Torch&lt;br /&gt;
&lt;br /&gt;
:* Torch level is reached by completing three Dianis Points or having the same amount of compressed essence in a smaller number of points. 18 units of essence are needed.&lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will have a [[Destiny Dream]] upon reaching Torch level which will give them a mark with a special ability. The Destiny Mark they get is based on their essence types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hearth&lt;br /&gt;
&lt;br /&gt;
:* Hearth level is reached by completing six Dianis Points or having the same amount of compressed essence in a smaller number of points. 36 units of essence are needed. &lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will be able to make spirit bonds, connecting their own Dianis Points to someone else's allowing for the essence in the two points to be mixed by either sorcerer. They can also just draw on the essence from their partner's connected Dianis Point. These spirit bonds form a strong connection between the two entities. It is also possible to connect two of the essence sorcerer's own Dianis Points together to allow for mixing between different points that they could not normally mix.&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Enchanting&amp;diff=7421</id>
		<title>Enchanting</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Enchanting&amp;diff=7421"/>
		<updated>2023-12-09T14:22:58Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are four styles of enchanting that have been shown in the books to date with enough detail for us to understand part of what is going on. For the two Kaldwyn styles listed below they are not canon names but named to distinguish between the two more clearly.&lt;br /&gt;
# Dominion Bonding&lt;br /&gt;
# Dominion Marking&lt;br /&gt;
# Kaldwyn Modular Runes&lt;br /&gt;
# Kaldwyn Sub-Glyph Containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enchanting ==&lt;br /&gt;
All enchanting relies on adding essence into an item and then manipulating that essence to generate a spell effect.&lt;br /&gt;
&lt;br /&gt;
All items have an '''enchanting capacity''' which determines how much essence an item can hold without exploding.&lt;br /&gt;
&lt;br /&gt;
=== Dominion Bonding ===&lt;br /&gt;
The most simplistic type of enchanting which consists of flooding an item with a certain type of essence and then casting a ''calling'' spell on it, binding that spell to the item&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Simple to do&lt;br /&gt;
* Has the additional benefit of including some of the capabilities of the person casting the spell&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Limited to ''calling'' spells only. No shaping spells.&lt;br /&gt;
* Limited to a single spell, complex spells are mono-essence limited, no keys from other dominions&lt;br /&gt;
* Flooding the item with essence uses all the Enchanting Capacity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dominion Marking ===&lt;br /&gt;
The second type of enchanting that we encounter in the series. We know far less about this style, but it is capable of more complex effects than Dominion Bonding. We do know that it requires a person be capable of creating a ritual.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Capable of multiple effects simultaneously&lt;br /&gt;
* Capable of complex spells, allowing for spells with keys from multiple dominions&lt;br /&gt;
* Highly efficient at using the enchanting capacity of items&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Requires a caster capable of controlling the ritual to create a dominion marked item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kaldwyn Modular Runes ===&lt;br /&gt;
The enchanting style that [[Corin Cadence]] learns about in [[Sufficiently Advanced Magic]]. Where each component of the enchantment's function is a single rune: activation, capacity, recharge, function, keys, etcetera. This style is notable for dueling canes and shield sigils which primarily use this style. There are even some compound runes that use this style, like the combined capacity and recharge runes shown in [[The Torch that Ignites the Stars]].&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Due to the modular nature this style is easily upgradable&lt;br /&gt;
* Capable of making highly complex spell effects&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Each rune uses some of the enchanting capacity of the item, meaning that to accomplish the same effect as a dominion marked enchantment can require 2-3 times as much enchanting capacity depending on the complexity of the enchantment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kaldwyn Sub-Glyph Containers ===&lt;br /&gt;
The enchanting style that [[Corin Cadence]] learns about in [[The Torch that Ignites the Stars]]. This style is the foundation for more complex items like [[Selys-Lyann]] or even [[Attunements]] as it utilizes sub-glyphs. This style involves creating a container rune which is filled with a ''set'' amount of essence. Once filled a knowledge-essence spell is cast that allows the enchanter to ''program'' the container rune with sub-glyph sequences which determine how the essence will be shaped by the enchantment.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Editable&lt;br /&gt;
* Configurable&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Requires knowledge of the sub-glyph language&lt;br /&gt;
* Fixed Power on each rune, you cannot upgrade a container to provide it more essence&lt;br /&gt;
* May be limited to what is known about Modular Runes if the enchanter doesn't have more sub-glyph examples to draw from&lt;br /&gt;
* Requires the enchanter be capable of casting knowledge-essence spell to write the sub-glyph sequence&lt;br /&gt;
* Each container can only use one essence type&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Corin_Cadence&amp;diff=7420</id>
		<title>Corin Cadence</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Corin_Cadence&amp;diff=7420"/>
		<updated>2023-12-09T14:21:43Z</updated>

		<summary type="html">&lt;p&gt;AST: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|attunement1=Enchanter&lt;br /&gt;
|attunement-location1=Forehead&lt;br /&gt;
|attunement2=Arbiter&lt;br /&gt;
|attunement-location2=Right Hand&lt;br /&gt;
|crystal-shrine1=Transcendence&lt;br /&gt;
|crystal-mark1=Transcendence&lt;br /&gt;
|crystal-mark-location1=Left Hand&lt;br /&gt;
|Occupation=Student at [[Lorian Heights Academy]]&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
}}&lt;br /&gt;
Corin Cadence is the point of view character for the Arcane Ascension series of books.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Corin has wavy black hair and gray eyes like his sister Sera. He notes that both he and Sera are &amp;quot;Not as skinny as Marissa but in a good shape.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Corin is very introverted and socially inept. He shows aversion to touch, which is implied to be due to his father's strict upbringing/abuse. He is very loyal and goes to great lengths to help his friends even thoughtlessly. He prefers the analytical approach to problems over violence, which can be seen in his preference of puzzle rooms over monster rooms inside the Serpent Spire. He also frequently states his absolute dislike of colored tile puzzles, which is a hidden reference to the author, who is color-blind. He seems to be asexual, but biromantic.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
Corin was born to Magnus Cadence and Laura Lyran and is the second son of the house of Cadence. He was very close with his brother and attended school with many of his friends like Sera and Patrick. This changed after Tristan's disappearance as his mother took Sera's family when she left and Corin's father started homeschooling him to prepare him for his Judgement. Magnus would hit Corin to the point of scarring in private. He and Corin are shown to have quite a poor relationship and many of Corin's emotional problems seem to be due to this.&lt;br /&gt;
&lt;br /&gt;
=== Sufficiently Advanced Magic ===&lt;br /&gt;
Corin's story starts when he takes his [[Judgement]] in the [[Serpent Spire]], in which he gains the Book [[Trials of Judgment]], which is a communication journal linked to [[The Voice of the Tower]]. During his judgment, he discovers a prison containing [[Echion Valden]], [[Vera Corrington]], and [[Keras Selyrian]], who he releases. [[Katashi]] attacks the group after the prison break, clashing with Keras, while Vera and Corin escape with Echion. After leading Corin to a pool where he gains the [[Enchanter]] [[attunement]], [[The Voice of the Tower]] asks Corin to tell [[Lyras Orden]] what happened. Soon after, Corin is reacquainted with Sera Cadence, who [[Magnus Cadence|Corin's father]], has just legitimized. Corin then goes to [[Lorian Heights Academy]], where he is reacquainted with [[Patrick Wayland]] and [[Roland Royce]]. At school he enchants various things for [[Jin Dalen]], befriends [[Marissa Callahan]], and forms a apprentice-mentor relationship with [[Lyras Orden|Professor Orden]] and [[Professor Vellum]]. Additionally, he makes Patrick his retainer in order for Patrick to be able to ask Sera to the [[midwinter ball]].&lt;br /&gt;
While Corin is helping to defend against a monster attack on [[Beaufort]], He meets Katashi again. Katashi tasks Corin with bringing Vera to the Serpent Spire to judge her for the kidnapping of his brother, Visage [[Tenjin]]. Corin heads to the tower with Jin Dalen, Sera Cadence, Professor Orden, [[Derek Hartigan]], and Vera Corrington. Professor Orden betrays the group and reveals that she and Tristan were involved with the kidnapping of Tenjin. After Corin, Jin, and a power-boosted Sera defeat a mind-controlled Derek and Professor Orden, Jin betrays the group and attempts to kill Vera for her role in the Artificial God-Beast attunement project. After Corin stops Jin from killing Vera and stabilizes her, he uses the [[Jaden Box]] to summon Katashi. As thanks for successfully completing the mission of bringing Vera to the Spire, Katashi gives Corin an [[Arbiter]] attunement on his right hand.&lt;br /&gt;
&lt;br /&gt;
=== On the Shoulders of Titans ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Torch That Ignites the Stars ===&lt;br /&gt;
&lt;br /&gt;
=== The Silence of Unworthy Gods ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Magnus Cadence]]: Father with whom he has an antagonistic relationship.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; Corin likens conversations with his father to duels in his mind, keeping track of the current power dynamic meticulously.&lt;br /&gt;
;[[Laura Lyran]]: Mother he has not seen for at least four years.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Tristan Cadence]]: Older brother. Disappeared into the Serpent Tower during his Judgment. Presumed deceased.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; Corin remembers his brother as being self-sacrificing, 'lifting [Corin] up, even at his own expense'&amp;lt;ref name=&amp;quot;aa1-5&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
;[[Sera Cadence]]: Younger sister through Magnus Cadence.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; It is hinted at by Thorn that Sera is actually Corin's twin.&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
;[[Patrick Wayland]]: One of Corin's childhood friends, now his first retainer. An [[Elementalist]] and magical weapon enthusiast.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Marissa Callahan]]: Corin's friend, teammate, and frequent sparring partner.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot;&amp;gt;''On the Shoulders of Titans'' &amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Jin Dalen]]: A mysterious foreign student from [[Edria|East Edria]] with a [[Sunstone]] level [[Mesmer]] attunement. His family is sworn to House Dalen, the former ruling house of East Edria from the days before it was under Edrian rule. He was badly injured after fighting against Corin in the Serpent Spire, but escaped using Corin's return bell&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;. They currently have a strained relationship.&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Cecily Lambert]]: One of Corin's closest childhood companions. Corin was possibly supposed to become engaged to Cecily. She is now a partner in his enchanting endeavors. &amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Keras Selyrian]]: Mysterious foreign swordsman currently serving as Corin's bodyguard in order to get into the good graces of [[Katashi]], the Visage of Valor.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; He has taken to training Corin and Mara in his fighting style.&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Derek Hartigan]]: Heir to House Hartigan, an ancient noble house. Has an Emerald level [[Soulblade]] attunement. Corin, Sera, and their friends excluding Jin), spent the second half of the school year living at his place.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Elora Theas]]: Heir to House Theas, an ancient noble house. She's an Emerald level [[Summoner]], Derek's former (current?) paramour, and has a contract with the God Phoenix. She's also heavily involved with the same conspiracy that as Tristan and Lyras, but her real goals are unknown.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Sheridan Theas]]: Elora Theas' sibling, and a follower of Wydd. Wields the restricted [[Necromancer]] attunement, but specializes in healing. Derek usually refers to them by the nickname &amp;quot;Deni”.&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Vera Corrington]]: Tower explorer that Corin first encountered during his Judgment. HE broke her out of a cell, then she stabbed him in the back. Eventually, he found her and escorted her back to the tower, where she turned herself in to [[Katashi]] to help prevent collateral damage from some of her actions related to ambushing [[Tenjin]], one of the visages.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Professors ===&lt;br /&gt;
;[[Antonia Meltlake]]: Teaches &amp;quot;General Magic Theory&amp;quot; class&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;, and test proctor&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;. Climbs the Tiger Spire with Corin and his companions.&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Jonathan Teft|Lord Jonathan Teft]]: A [[Citrine]] level [[Shaper]] and Lord in Valia. In charge of Hydra Class. Teaches dueling&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
;[[Lyras Orden]]: A [[Wayfarer]] and [[Enchanter]] of unknown levels. In charge of Serpent Division and member of the Whispers, an organization that secretly serves the visages. Orden was involved with a conspiracy to kidnap the visage [[Tenjin]], and she betrayed the team during a spire expedition in the middle of the first year&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
;[[Professor Vellum]]: An [[Enchanter]] and [[Abjurer]] of unknown level. Teaches classes on permanent enchantments. Served as Corin's mentor for most enchanting-related studies during the first year. She severely hurt herself rescuing Corin and other students from Mizuchi during the winter ball&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Some of the known magic and abilities available to Corin.&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Location||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Arbiter]]||Hand||Transference&amp;lt;ref name=&amp;quot;aa2-11&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 11&amp;lt;/ref&amp;gt;||Life&amp;lt;ref name=&amp;quot;aa2-7&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 7&amp;lt;/ref&amp;gt;||Light&amp;lt;ref name=&amp;quot;aa3-14&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 14&amp;lt;/ref&amp;gt;||&lt;br /&gt;
An Attunement that specialized in purifying mana and transferring it into others&amp;lt;ref name=&amp;quot;aa2-2&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter]]||Head||Transference&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;||Mental&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||Light&amp;lt;ref name=&amp;quot;aa3-6&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 6&amp;lt;/ref&amp;gt;||&lt;br /&gt;
Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Transcendence Mark]]||Hand||Transcendence&amp;lt;ref name=&amp;quot;aa3&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' &amp;lt;/ref&amp;gt;||-||-||&lt;br /&gt;
Allows for the use of Transcendence mana through a bond with the Transcendence Crystal&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Selys-Lyann Bond||Unknown||Spirit||-||-||&lt;br /&gt;
A contract with the spirit inside Selys-Lyann, Therin Thorn. The contract grants Corin spirit mana.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enchanter Attunement ===&lt;br /&gt;
Corin is able to create permanent magic items through his Enchanter attunement. He is best known for making items that give him an advantage in combat against others, even to the point of &amp;quot;cheating&amp;quot;. Enchanting works through embedding runes onto materials to create effects. Corin's Enchanter attunement is on his head which means he can cast spells with just mental concentration as long as the spells only effect himself. Corin has a shroud, a magical aura that slows down or stops attacks, from his attunement. Corin's Enchanter attunement is Carnelian level. Unlike other Enchanters, Corin can modify attunements because of his Arbiter attunement. The Enchanter attunement gives Corin transference and mental mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enchanter Function ====&lt;br /&gt;
&lt;br /&gt;
'''Enchanting'''&lt;br /&gt;
&lt;br /&gt;
The main function for the Enchanter attunement is the ability to perform [[enchanting]]. Applying magical effects to items. Corin does this through carving Kaldwyn runes into items. Each component of the enchantment is in an individual rune: activation, capacity, recharge, function etc. Each rune uses up some of the item's enchantment capacity so some materials are better for enchanting than others. &lt;br /&gt;
&lt;br /&gt;
'''Sub-Glyphs'''&lt;br /&gt;
&lt;br /&gt;
Corin can also use subglyphs to enchant items or modify attunements. This style involves creating a container rune which is filled with a set amount of essence. Once filled a mental mana spell like 'Analyze Attunement Composition' or 'Apply Sub-Glyphs' is cast that allows the enchanter to program the container rune with sub-glyph sequences which determine how the essence will be shaped by the enchantment. A knowledge of the sub-glyph language is needed for this type of enchanting.&lt;br /&gt;
&lt;br /&gt;
'''Mana Crystal Creation'''&lt;br /&gt;
&lt;br /&gt;
Creating mana crystals is not a function of the Enchanter attunement but can be performed with any mana types. However, making these crystals is important for Corin because they are needed for enchanting. Corin can create the crystal and then fill them with whatever mana he wants (that he access to). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Transference Mana ====&lt;br /&gt;
Transference mana helps build up Corin's speed passively, making him naturally faster. &lt;br /&gt;
&lt;br /&gt;
'''Transference Burst'''&lt;br /&gt;
&lt;br /&gt;
Corin can convert the grey mana in his hand to transference mana. He then holds this for several seconds before releasing it creating a shockwave. He can also charge transference mana in his forehead to cause devastating headbutts. Sometimes nicknamed the Explodey Fist technique. Corin can charge this for about five seconds before he starts to cause him pain.&lt;br /&gt;
&lt;br /&gt;
'''Haste'''&lt;br /&gt;
&lt;br /&gt;
Corin has demonstrated the ability to use transference mana to cast a Haste spell to increase his speed. He has trouble controlling his movements due to his lack of perception mana. Haste spells add extra force to every action but do not compensate for the extra speed resulting in long acclimation periods needed every time a higher level spell is used.&lt;br /&gt;
&lt;br /&gt;
'''Mana Threads'''&lt;br /&gt;
&lt;br /&gt;
Corin can create threads of mana that he can use to connect to items. Corin can sense and manipulate auras from items the threads connect to. Corin can recharge items through mana threads. Mana threads can serve as conduits for Corin's magic.&lt;br /&gt;
&lt;br /&gt;
'''Shroud Manipulation''' &lt;br /&gt;
&lt;br /&gt;
Corin can reshape his shrouds to his needs. He has demonstrated the ability to create daggers and swords from his shrouds. The shroud blades are a mix of grey and transference mana that cause anything that contacts the blade to be cut or deflected.&lt;br /&gt;
&lt;br /&gt;
'''Transference Blasts'''&lt;br /&gt;
&lt;br /&gt;
Corin can launch blasts of transference mana. Transference mana can be used to push things around. He can also release waves of transference mana. Corin can use these bursts to move himself by blasting himself in the direction he needs.&lt;br /&gt;
&lt;br /&gt;
'''Blade Encircling'''&lt;br /&gt;
&lt;br /&gt;
Corin can create a thin layer of transference mana that flows from his hand and encircles a sword he holds.&lt;br /&gt;
&lt;br /&gt;
'''Aura Manipulation'''&lt;br /&gt;
&lt;br /&gt;
Corin has the ability to link to an enchanted item's aura and manipulate it in various ways. He has used it to project the aura as a ranged attack.&lt;br /&gt;
&lt;br /&gt;
'''Mass Haste'''&lt;br /&gt;
&lt;br /&gt;
Corin casts the 'Mass Haste' spell verbally, releasing transference mana into the air as he casts it. This is a haste spell that effects him and his allies. &lt;br /&gt;
&lt;br /&gt;
'''Mana Transfer'''&lt;br /&gt;
&lt;br /&gt;
Corin can easily move mana from items to other items. He can also very quickly transfer mana from himself into an item because both of his attunements give him transference mana.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mental Mana ====&lt;br /&gt;
Mental mana helps increase Corin's mental processing and his memory. The increasing amount of mental mana means Corin rarely misses when he uses ranged weapons or throws swords because his subconscious mental calculations are improving.&lt;br /&gt;
&lt;br /&gt;
'''Compulsion Resistance'''&lt;br /&gt;
&lt;br /&gt;
Corin can resist magical compulsions by converting his grey mana to mental and cycling through his mind. &lt;br /&gt;
&lt;br /&gt;
'''Lesser Identify'''&lt;br /&gt;
&lt;br /&gt;
'Lesser Identify' is a spell that creates auras around magical items. The auras can only be seen by Corin and they glow the colour that matches the mana type with the highest concentration.&lt;br /&gt;
&lt;br /&gt;
'''Identify'''&lt;br /&gt;
&lt;br /&gt;
'Identify' is an upgrade on the 'Lesser Identify' spell. This spell provides details about functions of items Corin uses the spell on.&lt;br /&gt;
&lt;br /&gt;
'''Analyze Attunement Composition'''&lt;br /&gt;
&lt;br /&gt;
'Analyze Attunement Composition' is spell that allows Corin to view and edit sub-glyphs. To Corin the sub-glyphs appear on paper sorted by what they do. For example the sub-glyphs relating to transference mana are sorted together. Corin is able to, briefly, enhance the level of an attunement by overwriting the safety functions.&lt;br /&gt;
&lt;br /&gt;
'''Accelerated Computation'''&lt;br /&gt;
&lt;br /&gt;
'Accelerated Computation' massively increases Corin's processing abilities. He uses this spell to calculate where to move in advance when he uses his Haste spell. He also uses it in combat to work out how long until he manages to strike or is struck. He also uses it to sort sub-glyphs faster when using 'Analyze Attunement Composition'.&lt;br /&gt;
&lt;br /&gt;
'''Apply Sub-Glyphs'''&lt;br /&gt;
&lt;br /&gt;
'Apply Sub-Glyphs' is effectively an extension of Analyze Attunement Composition. Apply Sub-Glyphs allows Corin to “write” sub-glyphs.&lt;br /&gt;
&lt;br /&gt;
'''Detect Aura'''&lt;br /&gt;
&lt;br /&gt;
'Detect Aura' allows Corin to view the shroud of a person or the mana of items in his view. As his attunement level has increased, his ability to discern specifics with this spell has as well.&lt;br /&gt;
 &lt;br /&gt;
'''Analytical Arrow of Direction'''&lt;br /&gt;
&lt;br /&gt;
'Analytical Arrow of Direction' shows the distance from a target Corin seeks.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Tracking Analytical Arrow'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Tracking Analytical Arrow' is a spirit based version of 'Analytical Arrow of Direction'. It creates a gleaming arrow in Corin's vision. This spell traces the spirit signature of whatever Corin uses as a focus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spessartine ====&lt;br /&gt;
Spessartine is an artificial attunement level created by Constantine. It is an intervening level between Sunstone and Citrine. Corin built this level into his Enchanter attunement. Corin can activate this level at will with the mentally activated command &amp;quot;Activate Spessartine&amp;quot;. This grants Corin access to light mana. The Spessartine level lasts for 5 minutes after activation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Light Mana ====&lt;br /&gt;
Corin can only access light mana when he activates Spessartine. &lt;br /&gt;
&lt;br /&gt;
'''Lesser Light'''&lt;br /&gt;
&lt;br /&gt;
Corin can cast the 'Lesser Light' spell which forms a sphere of light over his hand.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Radiance Mana ====&lt;br /&gt;
Tavare tries to teach Corin to form radiance mana. Radiance mana is a combination of light and transference and a subessence of constellations mana.&lt;br /&gt;
&lt;br /&gt;
'''Corkscrew Blast'''&lt;br /&gt;
&lt;br /&gt;
Corin failed to produce the same type of radiance mana that Tavare uses but instead formed a twisting corkscrew burst of light and transference. This corkscrew mana moves very quickly.&lt;br /&gt;
&lt;br /&gt;
'''Shivering Shroud'''&lt;br /&gt;
&lt;br /&gt;
'Shivering Shroud' is a defensive technique formed from the ice of Selys-Lyann and his twisting light, transference combination. It creates a brilliant frost in Corin's aura that can reflect attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Peridot ====&lt;br /&gt;
A second artificial level made by Constantine. It is an interval level between Citrine and Emerald. Corin built this level into his Enchanter attunement but it currently has no functionality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arbiter Attunement ===&lt;br /&gt;
The Arbiter attunement focuses on giving purified mana into others to increase, or replenish, their mana. The attunement purifies all of Corin's mana. This attunement gives him a second shroud. Corin's Arbiter attunement is Carnelian level. The Arbiter attunement has the ability to allow access to the hidden sections of attunements and Corin modified his Arbiter attunement to give him this function immediately rather than at Citrine level. The Arbiter attunement gives Corin transference and life mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arbiter Functions ====&lt;br /&gt;
&lt;br /&gt;
'''Mana Purification'''&lt;br /&gt;
&lt;br /&gt;
The Arbiter attunement purifies Corin's mana automatically to prevent him giving mana poisoning to others when he transfers them mana.&lt;br /&gt;
&lt;br /&gt;
'''Mana Transfer'''&lt;br /&gt;
&lt;br /&gt;
Corin can transfer mana to another for two possible reasons: restoring a currently depleted mana pool or overflowing a mana pool to make the attunement permanently increase a little.  &lt;br /&gt;
&lt;br /&gt;
'''Attunement Movement'''&lt;br /&gt;
&lt;br /&gt;
Arbiters can move attunements from one location on an attuned's body to another location, such as moving an attunement from an arm to a leg. It is also possible to move an attunement from one attuned to another, although there are significant risks to that. When moving an attunement from one person to another, the person must be acclimated to mana in their bodies. An quartz-level attunement could safely be moved to an unattuned, but a citrine attunement could only be moved to another citrine level attuned. If this requirement is not met, the person who is being granted the attunement generally explodes. This process cannot be performed without the direct consent of the attuned due to safeguards built into attunements.&lt;br /&gt;
&lt;br /&gt;
'''Attunement Decryption'''&lt;br /&gt;
&lt;br /&gt;
Some attunement functions' subglyphs are encrypted, and impossible to read or change. At Citrine level, the arbiter attunement grants the ability to read and modify these restricted functions. Normally Corin would not be able to use this function as it is meant to be unlocked at Citrine level but Corin modified his Arbiter attunement to access this function early. &lt;br /&gt;
&lt;br /&gt;
'''Attunement Modification'''&lt;br /&gt;
&lt;br /&gt;
Because Corin has mental mana from his Enchanter attunement, he can modify attunements. Corin can modify the sub-glyphs to add new functions or adjust his attunement level instantly. However, changing his attunement level is dangerous and setting it too high without having it develop naturally would likely kill him. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Transference Mana ====&lt;br /&gt;
Transference mana helps Corin build up speed. &lt;br /&gt;
&lt;br /&gt;
'''Transference Burst'''&lt;br /&gt;
&lt;br /&gt;
Corin can convert the grey mana in his hand to transference mana. He then holds this for several seconds before releasing it creating a shockwave. He can also charge transference mana in his forehead to cause devastating headbutts. &lt;br /&gt;
&lt;br /&gt;
'''Haste'''&lt;br /&gt;
&lt;br /&gt;
Corin has demonstrated the ability to use transference mana to cast a Haste spell to increase his speed. He has trouble controlling his movements due to his lack of perception mana. Haste spells add extra force to every action but do not compensate for the extra speed resulting in long acclimation periods needed every time a higher level spell is used.&lt;br /&gt;
&lt;br /&gt;
'''Mana Threads'''&lt;br /&gt;
&lt;br /&gt;
Corin can create threads of mana that he can use to connect to items. Corin can sense and manipulate auras from items the threads connect to. Corin can recharge items through mana threads. Mana threads can serve as conduits for Corin's magic.&lt;br /&gt;
&lt;br /&gt;
'''Shroud Manipulation''' &lt;br /&gt;
&lt;br /&gt;
Corin can reshape his shrouds to his needs. He has demonstrated the ability to create daggers and swords from his shrouds. The shroud blades are a mix of grey and transference mana that cause anything that contacts the blade to be cut or deflected.&lt;br /&gt;
&lt;br /&gt;
'''Transference Blasts'''&lt;br /&gt;
&lt;br /&gt;
Corin can launch blasts of transference mana. Transference mana can be used to push things around. He can also release waves of transference mana. Corin can use these bursts to move himself by blasting himself in the direction he needs.&lt;br /&gt;
&lt;br /&gt;
'''Blade Encircling'''&lt;br /&gt;
&lt;br /&gt;
Corin can create a thin layer of transference mana that flows from his hand and encircles a sword he holds.&lt;br /&gt;
&lt;br /&gt;
'''Aura Manipulation'''&lt;br /&gt;
&lt;br /&gt;
Corin has the ability to link to an enchanted item's aura and manipulate it in various ways. He has used it to project the aura as a ranged attack.&lt;br /&gt;
&lt;br /&gt;
'''Mass Haste'''&lt;br /&gt;
&lt;br /&gt;
Corin casts the 'Mass Haste' spell verbally, releasing transference mana into the air as he casts it. This is a haste spell that effects him and his allies. &lt;br /&gt;
&lt;br /&gt;
'''Mana Transfer'''&lt;br /&gt;
&lt;br /&gt;
Corin can easily move mana from items to other items. He can also very quickly transfer mana from himself into an item because both of his attunements give him transference mana.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Life Mana ====&lt;br /&gt;
Corin is not a trained healer but he can use regeneration spells.&lt;br /&gt;
&lt;br /&gt;
'''Lesser Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'Lesser Regeneration' is a basic spell that helps heal a bit faster.&lt;br /&gt;
&lt;br /&gt;
'''Regeneration'''&lt;br /&gt;
&lt;br /&gt;
Corin can cast a Sunstone level 'Regeneration' spell but it requires mana from both of his mana pools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Transcendence Crystal Mark ===&lt;br /&gt;
Corin has a crystal mark from the Transcendence Gateway Crystal. A crystal mark is in between Dominion Sorcery and Attunements. This mark gives him access to transcendence mana. It started with a small pool of 10 mana and has an efficiency ratio of 3 to 1. Corin can mentally activate the transcendence spells he knows. This mark is on his left hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Transcendence Mana ====&lt;br /&gt;
Transcendence mana is made from mental mana and life mana meaning it will help boost Corin's mental abilities. Corin learned some transcendent spells from books from Constantine and some from [[Ruto Muramasa|Lute]] although they require more transcendence mana than Corin has.&lt;br /&gt;
&lt;br /&gt;
'''Transcendent Detect Aura'''&lt;br /&gt;
&lt;br /&gt;
'Transcendent Detect Aura' is an improved 'Detect Aura' spell. This spell allows Corin to see what mana types a person has access to. This spell works by bypassing the body's natural defenses to view the mana types.&lt;br /&gt;
&lt;br /&gt;
'''Transcendent Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'Transcendent Regeneration' is a 'Regeneration' spell improved with transcendence mana. &lt;br /&gt;
&lt;br /&gt;
'''Transcendent Haste'''&lt;br /&gt;
&lt;br /&gt;
'Transcendent Haste' increases his speed like a 'Haste' spell and it is further increasing his speed while offsetting the &amp;quot;clumsiness&amp;quot; it causes. This adjusts the speed boost while he's using it to make it less likely to cause him to fall over or run straight into a wall.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Selys-Lyann Bond ===&lt;br /&gt;
Corin made a spirit bond with Therin Thorn, the spirit that resides within Selys-Lyann. Therin Thorn is an amalgamation of spirit fragments from past wielders of the blade with a fraction of Vae’lien (The Tyrant in Gold) being the dominant personality. Thorn can talk to Corin mentally when Thorn is in the sword. The mental communication from Thorn is written out with outwards facing curly brackets at the beginning and end, like this: }You were a fool to overextend yourself like that. Casting a spell like that over and over, far beyond the point when...{&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spirit Mana ====&lt;br /&gt;
Therin Thorn has given Corin access to spirit mana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Body Lending ====&lt;br /&gt;
Corin can lend his body to Therin Thorn. Thorn usually stays within a spiritual space within the sword which they designed, however, Corin can switch places so Thorn gets his body and Corin stays in spiritual space. Thorn can then utilise his spirit arts and use Corin's magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Spirit Arts =====&lt;br /&gt;
Therin Thorn can utilise spirit arts when in control of Corin's body.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Rapid Recovery'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Rapid Recovery' flows spirit essence through the body repairing star veins and Dianis Points rapidly. &lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Body of the Transient Immortal'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Body of the Transient Immortal' was described as giving Thorn &amp;quot;new strength and speed&amp;quot; through his limbs.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Dance of the Wicked Vine'''&lt;br /&gt;
 &lt;br /&gt;
'Spirit Art: Dance of the Wicked Vine' causes glowing white vines to burst from the floor which the Vae'kes Saffron had to dodge.&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Selys-Lyann]]&lt;br /&gt;
&lt;br /&gt;
The greatest, and most dangerous, of Corin's magical items, Selys Lyan is a sabre of unknown origin that has the ability to project ice in various ways, given to him by the Voice of the Tower&amp;lt;ref name=&amp;quot;aa1&amp;quot;&amp;gt;''Sufficiently Advanced Magic''&amp;lt;/ref&amp;gt;. There is supposedly a curse on the sword that dooms the wielder to be betrayed by the one closest to them&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;. The sword appears to be semi-sentient and responds to Corin's mental commands and desires. Corin later learns that a piece of the broken Sacred Sword [[Flowbreaker]] is contained within&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;. Corin later makes a contract with the spirit residing within Selys-Lyann: [[Therin Thorn]]. This contract gives Corin access to spirit mana. Selys-Lyann has a number of abilities.&lt;br /&gt;
&lt;br /&gt;
'''Living Frost'''&lt;br /&gt;
&lt;br /&gt;
The ice created by Selys-Lyann grows indefinitely until melted by powerful flames or willed to cease.&lt;br /&gt;
&lt;br /&gt;
'''Ice Wave'''&lt;br /&gt;
&lt;br /&gt;
Corin is able to launch a wave of ice when he slashed the Selys-Lyann. Through practice, Corin is able to interface with the sword using his mana-threads to redirect the ice wave mid-flight.&lt;br /&gt;
&lt;br /&gt;
'''Ice Armour'''&lt;br /&gt;
&lt;br /&gt;
Selys-Lyann can form a suit of armour around Corin made from it's ice.&lt;br /&gt;
&lt;br /&gt;
'''Passive Cold Resistance'''&lt;br /&gt;
&lt;br /&gt;
Corin is gaining a cold resistance from Selys-Lyann.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Shield Sigil]]&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The basic issued shield sigil is silver pin from Lorian Heights Academy. It is about the size of a coin and when it detects an incoming attack it produces a barrier of grey mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Phoenix Sigil]]&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The phoenix sigils are enchanted items made by Corin. A sigil in the shape of a phoenix about the same size of the shield sigils. The phoenix sigil is self-recharging and has a greater capacity than the regular shield sigil. It produces a barrier of grey mana much like the shield sigil. The phoenix sigil has functions for healing injuries and helping to recover mana. The phoenix sigils have teleportation functions which connect to a specific 'anchor'. This sigil has more than 4 times the capacity of the school issued sigils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Demi Gauntlet&lt;br /&gt;
&lt;br /&gt;
The demi gauntlet is a small gauntlet that Corin enchants to act similarly to a dueling cane, but in addition to the normal gray mana, it can fire transference mana, granting it some more versatility in its use&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ring of Regeneration&lt;br /&gt;
&lt;br /&gt;
A magic ring that rapidly heals injuries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ring of Derek Controlling&lt;br /&gt;
&lt;br /&gt;
Another magic ring. This one places a compulsion on whoever wears it to obey whatever Corin says.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ring of Jumping&lt;br /&gt;
&lt;br /&gt;
A ring found in the Jaden Box. With the mental command ''jump'' it increases a jump by a great degree and Corin uses it to help with his mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Set of Mana Batteries&lt;br /&gt;
&lt;br /&gt;
Corin has a large number of mana batteries which he uses for recharging items or making enchanted items. He has batteries for the following mana types: air, earth, fire, water, shadow, light, life, death, mental, perception, transference, enhancement, spirit and grey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Scald&lt;br /&gt;
&lt;br /&gt;
An enchanted sword with a basic flame enchantment. Corin can manipulate the flames with his transference mana. There are also runes for sharpness, resilience, balance and anti-tampering. There are also spirit runes that enable the sword to hit incorporeal enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Shroudstealer&lt;br /&gt;
&lt;br /&gt;
Another enchanted sword Corin made. When the sword comes into contact with mana of a compatible type, the spell is pulled into the blade and charges it. This works on shrouds and shield sigils. Corin can then use the stolen mana to power his enchanted items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Null-Contract Gauntlet&lt;br /&gt;
&lt;br /&gt;
The Null-Contract Gauntlet is an item designed and created by Corin. It acts like a summoner contract sending mana and exchanges it for spirit mana and this increases the rate of growth for an attunement. The demi-gauntlet gives Corin access to spirit mana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Teleportation Circlet&lt;br /&gt;
&lt;br /&gt;
A plain metal circlet with the functions to teleport to the linked anchor Corin made. The range is about half a mile. This activates with the word &amp;quot;return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Messaging Necklace&lt;br /&gt;
&lt;br /&gt;
The communication necklace is an item created by Corin. It has a low Citrine level of air mana which allows Corin to send and receive messages from any of the other messaging necklaces he has made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Defective Automatic Mana Crystal Generator&lt;br /&gt;
&lt;br /&gt;
Corin has designed a device to create mana crystals by itself. However, the device does not work properly and creates an unstable crystal that vanishes after a few minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Void Emitters&lt;br /&gt;
&lt;br /&gt;
Corin has made a number a void emitters which create an area of void. This will strip away weaker magical effects. Corin made 6 Sunstone level void emitters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Void Shaping Sigil&lt;br /&gt;
&lt;br /&gt;
Corin built himself a void shaping sigil to help mitigate the effects of the void emitters on him when he is wearing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Belt of Swords&lt;br /&gt;
&lt;br /&gt;
The Belt of Swords is gift from Keras. A belt with mini symbols of swords on it. Each sword symbol can hold a sword. There are six sword symbols remaining on the belt - one for each of the Six Sacred Swords. Corin can store one sword in each of the sword symbols. This is because each symbol has an extra-dimensional space for a sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Training Box&lt;br /&gt;
&lt;br /&gt;
Corin has a box full of memory crystals from Keras with each memory showing fights against powerful people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dimensional Bag&lt;br /&gt;
&lt;br /&gt;
Patrick gave Corin his dimensional storage bag which is a bag with an expanded space when opened.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Sufficiently_Advanced_Magic/Summary&amp;diff=7419</id>
		<title>Sufficiently Advanced Magic/Summary</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Sufficiently_Advanced_Magic/Summary&amp;diff=7419"/>
		<updated>2023-12-09T14:19:51Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a chapter-by-chapter summary of [[Sufficiently Advanced Magic]]. We hope it will make it easier for find specific parts of the book, as well as a quick refresher to those who don't have the time for a re-read.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;limit=2&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chapter 1 - Entry ==&lt;br /&gt;
&lt;br /&gt;
[[Corin Cadence]] enters the [[Serpent Spire]] to begin his [[judgment]], taking a backpack full of supplies.  Within the spire, he starts in a room full of items, where he takes a gold key, [[trials of judgment]], a quill, a [[Dueling Cane]], a [[dueling tunic|dueling vest]], and a scroll in a foreign language. After the item room, he goes through a room with tile platforms and a mirror that spawned a shadow copy of himself.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 2 - Valor ==&lt;br /&gt;
&lt;br /&gt;
Corin continues his judgment, cheating his way through a room with a [[valor]] board and rising mist. With the assistance of marginally helpful advice from Trials of Judgment and his gold key he enters the next room, one with multiple doors across a pool of water. After draining the water, he exits through a hidden, previously-underwater gate.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[The Voice of the Tower]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 3 - Limited Options ==&lt;br /&gt;
&lt;br /&gt;
Corin continues his judgment, finding a corpse outside a prison holding [[Vera Corrington]], a masked [[Keras Selyrian]], and an unconscious young child (later discovered to be [[Echion Valden]]). Corin opens Echion's cell using a prison key found on the corpse and Vera's cell using his gold key, after which Keras breaks himself out. After going through a room full of pendulums, which Keras destroys, and receiving a warning about the prisoners he rescued from Trials of Judgment, Corin follows Vera and Keras into a large room, with [[Katashi]], the Visage of Valor baring their path.&lt;br /&gt;
&lt;br /&gt;
After failing to convince Katashi to let them leave, Keras starts fighting with Katashi, and after siding with Keras against Katashi, Corin and Vera carry the unconscious Echion away while Keras and Katashi fight.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Keras Selyrian]]&lt;br /&gt;
* [[Vera Corrington]]&lt;br /&gt;
* [[Echion Valden]]&lt;br /&gt;
* [[Katashi]]&lt;br /&gt;
* [[The Voice of the Tower]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 4 - Escape ==&lt;br /&gt;
&lt;br /&gt;
Corin and Vera enter a room with a pillar of ice containing a [[Selys-Lyann|sword]] and several sectioned off groups of monsters, including a [[spire guardian]]. Vera kills the non-spire guardian monsters with Corin's dueling cane while Corin assists. When Vera and Corin break the ice pillar, the spire guardian attacks. Corin takes the sword from the pillar, which turns out to be rusted and useless in a fight, and distracts the spire guardian while Vera kills it. When Vera discovers the next room has an exit, she takes the kid and Corin's dueling cane and leaves, while threatening Corin and preventing him from taking the same exit.&lt;br /&gt;
&lt;br /&gt;
After Vera has left, the [[The Voice of the Tower]] (from Trials of Judgment) appears, directing Corin to an attunement fountain, where he drinks and sees a vision. The Voice of the Tower then dips his sword in the fountain, transforming it into a magic ice sword, and tells Corin to tell [[Lyras Orden]] that The Voice of the Tower must speak with her. After warning him not to tell anyone what he had seen, it vanishes. Corin then writes his experiences down, fills his flask with water from the fountain, and exits the spire.&lt;br /&gt;
&lt;br /&gt;
Outside the spire, Corin discovers that his memories are intact, then heads to the administration tent, where he discovers he has the [[Enchanter]] [[attunement]]. When he gets home, [[Magnus Cadence|his father]] proclaims his failure, and announces [[Sera Shard]] as his replacement.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[The Voice of the Tower]]&lt;br /&gt;
* [[Vera Corrington]]&lt;br /&gt;
* [[Echion Valden]]&lt;br /&gt;
* [[Professor Edlyn]]&lt;br /&gt;
* [[Magnus Cadence]]&lt;br /&gt;
* [[Sera Shard]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 5 - Orientation ==&lt;br /&gt;
&lt;br /&gt;
Corin learns a bit about his attunement and anonymously notifies the family of the corpse he found in his judgment, then heads off to [[Lorian Heights Academy]]. On the way, he writes to the Voice of the Tower, and shows Sera some of what was written in Trials of Judgment. After [[Chancellor Wallace]]'s orientation speech and moving into his dorm room, [[Jin Dalen]] knocks on his door and asks he is a spider, which he denies. He spends the rest of the day getting school stuff taken care of until [[Curtis Maddock]] gets everyone for a dorm meeting.&lt;br /&gt;
&lt;br /&gt;
This chapter contains a flashback of Corin, when his brother falls out of a tree.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Tristan Cadence]] (Flashback)&lt;br /&gt;
* [[Jack Bennet]]&lt;br /&gt;
* [[Chancellor Wallace]]&lt;br /&gt;
* [[Jin Dalen]]&lt;br /&gt;
* [[Cecily Lambert]]&lt;br /&gt;
* [[Curtis Maddock]]&lt;br /&gt;
* [[Tom McCormick]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 6 - Preparations ==&lt;br /&gt;
&lt;br /&gt;
Corin goes to Professor Orden's office, and delivers the Voice's message, but is stopped immediately by Orden. She says her office is not secure enough, and warns him to protect his room against potential assassination attempts. He then secures his room in small ways, limited by his funds.&lt;br /&gt;
&lt;br /&gt;
The next day after breakfast with Sera, where he learns [[Tenjin]] has gone missing, he has a lecture by [[Professor Meltlake]] on the school's structure and the basics of magic. After class, he signs up for his electives: permanent enchantments and magical dueling. His first magical dueling class starts with a duel in which [[Marissa Callahan]] beats [[Rupert Kent]], and [[Roland Royce]] challenging Corin to a duel.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Jin Dalen]]&lt;br /&gt;
* [[Lyras Orden]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Antonia Meltlake|Professor Meltlake]]&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Roland Royce]]&lt;br /&gt;
* [[Marissa Callahan]]&lt;br /&gt;
* [[Jonathan Teft]]&lt;br /&gt;
* [[Rupert Kent]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 7 - Duel ==&lt;br /&gt;
&lt;br /&gt;
When Professor Teft discovers that Corin is an Enchanter, Teft and his [[simulacra]] attack Corin, claiming that if he lasts 10 seconds he can remain in the class. With help from his Roland Royce, Sera Cadence, and [[Patrick Wayland]], he lasts 10 very long &amp;quot;seconds&amp;quot; and is allowed to remain in the class. After the rest of class, consisting of a lecture on simulacrum, he meets up with Sera, Roland, and Patrick for lunch.&lt;br /&gt;
&lt;br /&gt;
== Chapter 8 - Training Courses ==&lt;br /&gt;
&lt;br /&gt;
Corin gets his mana checked out, and is warned about potential mana scarring from his mana balance. In his permanent enchantments class, [[Professor Vellum]] starts teaching them to be &amp;quot;Real Enchanters&amp;quot;. As he is going to sleep, he is attacked by an &amp;quot;assassin&amp;quot; who claims to be Professor Orden, but between his preparations and Jin's assistance, they get her to leave. Due to both the damage to their rooms and the possibility that the &amp;quot;assassin&amp;quot; was not Orden, they go to sleep in Sera and Patrick's rooms.&lt;br /&gt;
&lt;br /&gt;
== Chapter 9 - Hard Day ==&lt;br /&gt;
&lt;br /&gt;
Corin goes to Professor Orden's Office, where she confirms that she was the one who attacked him last night and teleports him to a &amp;quot;secure location&amp;quot; somewhere in a void. They exchange information regarding the events in the tower, then she tells him not to tell anyone about the tower, and he returns to update his friends. After finding that information on Keras Selyrian is restricted, Jin borrows a costume from Corin and steals a [[memory crystal]] from the restricted section of the library. The memory crystal contained an experience of Keras defeating a group of emeralds, including  Corin's mother and [[Elora Theas]], who tried to arrest him. When he finished viewing the crystal, he writes his mother, returns the crystal, and talks about what he learned with Orden.&lt;br /&gt;
&lt;br /&gt;
Later that day, he has a class where he first activates the [[aura]] viewing function of his attunement, but fails to move his mana away from his mind. Later, he manages to recharge his [[shield sigil]]'s grey mana using his hand's mana. During a class some time later in which [[Professor Edlin]] discusses the various Valian attunements, an alarm goes off, and the students are sent to underground bunkers. The monsters that caused the alarm, and which included [[Mizuchi]], did not attack. They leave after they fail to find what they were looking for.&lt;br /&gt;
&lt;br /&gt;
== Chapter 10 - Commissions ==&lt;br /&gt;
&lt;br /&gt;
After finally managing to contact the voice of the tower again, Corin makes his first trip to the [[Climbers Court]]. He also manages to successfully transfer mana between items. Immediately after this, Jin commissions Corin to make some items.&lt;br /&gt;
&lt;br /&gt;
Later, he builds some enchantments into his room, sees a mana powered automobile sold by [[Aloras Corrington]], and shoots and befriends [[Marissa Callahan]] in dueling class. When he returns to his room, he finds a letter from his mother.&lt;br /&gt;
&lt;br /&gt;
== Chapter 11 - Enchantment ==&lt;br /&gt;
&lt;br /&gt;
Corin has a class about [[attunements]], and starts working on some items for Jin, and goes to the climber's court where he sees [https://wiki.abidanarchive.com/index.php/Simon a young masked man carrying a large sword and a doll]. While there, [[Lars Mantrake]] tells him about his upcoming test and of a curse on [[Selys-Lyann]], his sword.&lt;br /&gt;
&lt;br /&gt;
Later that day, he gets his test team put together, containing Corin, Sera, Patrick, Marissa, and Jin. In preparation for the test, he enchants a demi-gauntlet, but makes a mistake that nearly costs him his hand.&lt;br /&gt;
&lt;br /&gt;
== Chapter 12 - Testing phase 1 ==&lt;br /&gt;
&lt;br /&gt;
After fixing his gauntlet, Corin recruits Marissa, and gets to know her better. Then it is time for their first practical test, which begins with a dark room containing 6 torches, a fountain with a key, and a monster that shows up with the dark. After solving the room and defeating the monster, Jin is instantly eliminated by an fire breathing statue in the next room, which Corin survives due to his sword. Corin is eliminated later in this room, after covering himself with ice from his sword.&lt;br /&gt;
&lt;br /&gt;
== Chapter 13 - Liminal Phase ==&lt;br /&gt;
&lt;br /&gt;
Corin wakes from a vision of a previous wielder of [[Selys-Lyann]], after nearly dying from the cold he pulled from the sword. Once he is recovered, he goes to [[Professor Vellum]], who bans him from using his sword in future simulations. Then, he discusses the test with the rest of his team. Sera tells them about her and Mara's experience, including a colorful telling of an encounter with a dragon. After the discussion, they creates a wish list of items for the next test.&lt;br /&gt;
&lt;br /&gt;
Later, Corin attends a class on [[enhancement elixers]] and meets with Vellum again to discuss enchantment ideas. They finalize their item selling partnership and she tells him that he should think about other ways to solve his money problem.&lt;br /&gt;
&lt;br /&gt;
== Chapter 14 - Test Prep ==&lt;br /&gt;
&lt;br /&gt;
Corin goes to the climber's court and meets [[Derek Hartigan]], a friend of Tristan's, who invites him to a [[survival match]]. There, he talks to Lars about providing items to sell. He then realizes what Vellum meant by &amp;quot;solving his money problem&amp;quot; and asks her how to make [[mana crystals]]. She provides him with some casings and tells him his to use them.&lt;br /&gt;
&lt;br /&gt;
After a scare where he uses a lot of his mental mana, he takes Sera to go see Derek's survival match. Since his partner dropped out, Sera joins him in the match. In the match, [[Elora Theas]], Derek's former partner, summons a [[Wyvern]], a [[karvensi]] (in addition to the house's [[Ogre]], which Sera makes [[Summoner#Bindings|summoner bindings]] with. The match ends with Derek knocked out of the ring and Sera unconscious and badly mana drained but victorious.&lt;br /&gt;
&lt;br /&gt;
== Chapter 15 - Recovery ==&lt;br /&gt;
&lt;br /&gt;
Corin takes care of Sera while she recovers from her match, then goes to Vellum with an idea for a [[Mana Watch]], who helps him patent it and make a prototype.&lt;br /&gt;
&lt;br /&gt;
Later, Patrick delivers some money and a commission from Sera. He also asks Corin to make him his retainer so Patrick will have sufficient social standing to ask Sera to the [[winter ball]], which Corin accepts. When Corin meets with Sera to discuss her commission, she makes it clear that he should not make family decisions without her, and claims she already has a date for the winter ball.&lt;br /&gt;
&lt;br /&gt;
== Chapter 16 - Testing Phase 2 ==&lt;br /&gt;
&lt;br /&gt;
After a lecture on the other nations, Jin asks Corin to the Winter Ball, which he accepts. Then, they meet to discuss the second test, and Corin hands out items to everyone. He made upgraded shield sigils for everyone, a lens of weak true seeing for Jin, a Gauntlet of Punching for Mara, and spell enhancement gauntlets for Sera and Patrick. He also made himself [[Transference Sword|a sword that used transference mana]].&lt;br /&gt;
&lt;br /&gt;
The first test rooms were the same as the previous test, except swapped, so Corin switched out immediately for Mara, who had experience with the room he ended up in. A few minutes later, Jin swaps out for Corin after defeating the shadow monster. The room behind the door without the fire statues consisted of a vine throne, a crown, a key, a sword, and vine-covered walls. [[Vanniv]] flies Corin in to get the crown, but picking up the crown causes a simulated tyrant in gold to appear. The tyrant then attacks Corin and Vanniv, shrugging off their attacks, and breaking Corin's nose.  It fades just before killing Vanniv, leaving them in an empty, blank room in the middle of an earthquake, which Orden informs then is an attack on the city.&lt;br /&gt;
&lt;br /&gt;
== Chapter 17 - Assault ==&lt;br /&gt;
&lt;br /&gt;
After telling Corin and his friends about the attack on the city by [[Katashi]], Orden teleports then to near Katashi. Orden loans Corin a [[ring of regeneration]] to deal with his concussion from the tyrant construct, then [[Jonathan Teft|Teft]] protects them from the shock-wave from one of Mizuchi's attacks, nearly overwhelming him. Corin and his friends then wipe out an group of monsters, leaving Jin injured. &lt;br /&gt;
&lt;br /&gt;
Once past the army, Corin talks to Katashi, who heals Jin, raises Mara to Carnelian, and tells Corin that his brother, Tenjin, had been kidnapped, and to bring Vera Corrington to the tower within one week, or he will send a much larger army against the city. Katashi then gives Corin a [[brand]] that will explode if he fails.&lt;br /&gt;
&lt;br /&gt;
== Chapter 18 - Reconnaissance ==&lt;br /&gt;
&lt;br /&gt;
After the attack, they notice that the city [[environment shield]] is down, opening them up to attack. On the way back from the tower, Corin and his friends meet Orden and Teft in Orden's &amp;quot;Safe Place&amp;quot; to discuss the whole [[Tenjin]] situation, from before Corin's judgment to the present. Orden tells Corin that she is an observer for the visages, or a [[Whisper]], and that the Voice of the Tower was an associate of hers. They plan to take Corin, Orden, Teft, Vera, Sera, and Jin on the tower expedition.&lt;br /&gt;
&lt;br /&gt;
== Chapter 19 - Borrowed Memories ==&lt;br /&gt;
&lt;br /&gt;
I'm preparation for his upcoming spire expedition, Corin goes to the Climber's Court, where he talks to Lars and buys a [[return bell]], a flask of endless water, a temperature controlling cloak, and a flameless lantern. Corin then goes to the divinatory, where he finds Jin and meets [[Researcher]]. While there, he searches for information on Vera, and acquires the [[Jaden Box]].&lt;br /&gt;
&lt;br /&gt;
When they leave, Orden is waiting with Derek (who shows Corin that he is an emerald), not Teft. After talking to Sera, they decide to allow Derek to accompany them. They then go pick up Vera, who Corin convinces to join willingly after they deliver [[Echion]] to a train station. She tells them about her encounter with Tenjin, mentioning that Elora Theis and an emerald level swordsman, who sounds suspiciously like Derek. She also mentions that Echion was very powerful.&lt;br /&gt;
&lt;br /&gt;
On their way into the spire, Sera releases her weaker contacts and advances to Carnelian, Corin sets up his [[Return Bell#Anchor|return bell anchor]], and Orden gives Derek a return ring.&lt;br /&gt;
&lt;br /&gt;
== Chapter 20 - Serpents ==&lt;br /&gt;
&lt;br /&gt;
Corin's group enters the spire, and through a room with 3 [[slimes]] which drop 3 life mana crystals and a pickaxe when Corin and Sera kill them. Next comes a room full of keys, where they spend several hours finding keys to unlock doors and a chest which contains a [[blue serpent styled key]], which Orden takes. Next is a room full of icicle spear traps and a pool of acid. When they open the door at the end of a secret passage, massive winds blow them all down the hallway. Sera blocks the winds long enough for them to get back to the icicle room, but doing so pushes her mana well into dangerous territory, and takes her voice. Derek goes ahead and blocks the wind with a massive golem body, then helps Orden disable the wind runes. The next room is a [[safe room]] with a [[mana fountain]].&lt;br /&gt;
&lt;br /&gt;
== Chapter 21 - Venom ==&lt;br /&gt;
&lt;br /&gt;
After Sera recovers a little, Corin discovers that Derek's &amp;quot;return ring&amp;quot; is actually a [[Ring of Derek Controlling|control ring]], and that Orden has been trying to prevent Corin from completing his mission. When Corin calls her out, she explains her role as one of Tenjin's kidnappers and her future plans, and Vera explains that Echion is a test subject with a God-Beast attunement.  When the conversation goes south, Corin, Vera, Sera, and Jin flee through a room with a giant spider. After defeating the spider, the next room is full of fire breathing statues. Sera drinks Corin's [[Attunement Primer|mysterious attunement liquid]], starts glowing, gains a massive amount of ice mana, and regains her voice. When checking her mana level, Corin realizes that her attunement has completely changed, but without any increased capacity. They then go through the flame room and down the staircase into the room where they are supposed to meet Katashi, as Orden appears in front of them.&lt;br /&gt;
&lt;br /&gt;
== Chapter 22 - Permafrost ==&lt;br /&gt;
&lt;br /&gt;
Orden teleports into the room, attacking immediately. With her massive mana reserves, Sera summons Vanniv and her Wyvern to fight Orden. Unfortunately Orden takes control of the Wyvern. Between Sera, Jin, Vera, Corin, and Vanniv, they have the situation reasonable under control until Derek breaks his way through the door behind them. Corin distracts Derek briefly, then Jin, who is apparently a sunstone, knocks out Orden and puts her under a sleep spell. Derek almost defeats the rest of them until Sera summons [[Seiryu]], although the effort nearly kills her. Seiryu then freezes Derek long enough for Corin to remove the ring, after which Derek faints and Seiryu vanishes. Jin then shoots Vera in the back.&lt;br /&gt;
&lt;br /&gt;
== Chapter 23 - Finishing Moves ==&lt;br /&gt;
&lt;br /&gt;
When Jin doesn't have enough bullets to finish murdering Vera, Corin distracts him before he can finish her off with a dagger. Jin explains that he is from East Edria, but not a spy or a traitor, and that his family is descended from one of the Queen of Dalenos's retainers. He also explains that he is murdering Vera in order to get katashi to carry out his attack because of the potential threat of God-Beast attuned. Corin then fights Jin, explodes Jin's Phoenix Sigil into his chest. Vanniv then knocks Jin out, then un-summons himself. Corin then uses the life gems from the slimes to enchant a rock of regeneration, then uses some of the splattered blood and the [[Jaden Box]] to summon Katashi. Katashi then heals Vera, absorbs her and Orden's memories, and tells Corin that his brother is working with Orden. Before closing off the spire, Katashi heals Sera, turns Corin's [[Brand]] into an [[attunement]], gives Sera his sword [[Ceris]], and teleports Sera, Corin, and Derek near Keras, who &amp;quot;owes&amp;quot; Katashi. Upon Corin's arrival, Keras disarms him with a chicken leg.&lt;br /&gt;
&lt;br /&gt;
== Epilogue - Cadence ==&lt;br /&gt;
&lt;br /&gt;
After telling Keras his story, Corin shares a meal with Keras, who was patrolling the Edrian boarder for Katashi. The next morning, Corin wakes up to a fight between Keras and Derek, which Corin defuses. As they head back, they realize that Sera's condition is bad. Her attunement has changed to something neither Keras nor Derek recognizes, and has no mana, and she can't speak at all. On the train ride back, Corin decides not to attempt to find Jin. They find Patrick and Mara waiting at the spire, and decide that they all will stay at Derek's house. Once there, Derek tells them about how [[Elora Theas|Elora]] attempted to recruit him. That night, he writes the [[The Voice of the Tower]], threatening to expose them. They reply quickly, saying that they were working with Orden, but had a falling out. The Voice then says that he is Corin's brother, [[Tristan Cadence|Tristan]].&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Sufficiently_Advanced_Magic&amp;diff=7418</id>
		<title>Sufficiently Advanced Magic</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Sufficiently_Advanced_Magic&amp;diff=7418"/>
		<updated>2023-12-09T14:19:44Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Book&lt;br /&gt;
|cover=[[File:AA1-Cover-eBook.jpg|200px]]&lt;br /&gt;
|caption=Cover by [[Daniel Kamarudin]]&lt;br /&gt;
|series=Arcane Ascension&lt;br /&gt;
|sequel=On the Shoulders of Titans&lt;br /&gt;
|setting=[[Valia]], [[Kaldwyn]]&lt;br /&gt;
|release_date=2017-02-26&lt;br /&gt;
}}&lt;br /&gt;
Sufficiently Advanced Magic is the first book in the [[Arcane Ascension]] series, and the most commonly recommended starting point for reading Andrew Rowe's books. It is set in [[Valia]], and follows [[Corin Cadence]] through the start of his education at [[Lorian Heights Academy]]&lt;br /&gt;
&lt;br /&gt;
== Publisher Description ==&lt;br /&gt;
&lt;br /&gt;
Five years ago, [[Corin Cadence|Corin Cadence's]] brother entered the [[Serpent Spire]] — a colossal tower with ever-shifting rooms, traps, and monsters. Those who survive the spire’s trials return home with an [[attunement]]: a mark granting the bearer magical powers. According to legend, those few who reach the top of the tower will be granted a boon by the spire’s goddess.&lt;br /&gt;
&lt;br /&gt;
He never returned.&lt;br /&gt;
&lt;br /&gt;
Now, it’s Corin’s turn. He’s headed to the top floor, on a mission to meet the goddess.&lt;br /&gt;
&lt;br /&gt;
If he can survive the trials, Corin will earn an attunement, but that won’t be sufficient to survive the dangers on the upper levels. For that, he’s going to need training, allies, and a lot of ingenuity.&lt;br /&gt;
&lt;br /&gt;
The journey won’t be easy, but Corin won’t stop until he gets his brother back&amp;lt;ref name=gr_desc&amp;gt;[https://www.goodreads.com/book/show/34403860 ''Sufficiently Advanced Magic'' Goodreads Page]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
''For a chapter-by-chapter summary, see [[Sufficiently Advanced Magic/Summary]]''&lt;br /&gt;
&lt;br /&gt;
This book follows [[Corin Cadence]] throughout his adventures in the first part of his first year at [[Lorian Heights Academy]]. When taking his [[Judgment]] at the [[Serpent Spire]], he obtained a strange book that gave him advice on the challenges he ran across. This book lead him to a prison, where he released three prisoners, [[Keras Selyrian]], [[Vera Corrington]], and [[Echion Valden]]. Keras ends up fighting with a [[Katashi]], a [[Visage]] powerful enough to wipe out cities, while Corin and Vera escape. Corin ends up getting an [[attunement]] and [[Selys-Lyann]], but he gets the [[enchanter]] attunement, rather than a combat oriented attunement. His father, [[Magnus Cadence]], doesn't like this, and decides to &amp;quot;replace&amp;quot; him with [[Sera Shard]], the person who was going to be his retainer but is apparently his half sister. Sera has a [[Summoner]] attunement, and is quite powerful.&lt;br /&gt;
&lt;br /&gt;
Throughout the year, Corin rekindles a friendship with [[Patrick Wayland]] and makes some new friends, including [[Marissa Callahan]] and [[Jin Dalen]]. He takes several classes, including a dueling class in which the teacher, [[Jonathan Teft]] attacked him on the first day and an enchanting class taught by [[Blanche Vellum]], in which he learns to appreciate his new attunement and make magic items. Sera joins [[Derek Hartigan]] in a [[survival match]], where she makes a [[summoning contract]] with [[Vanniv]], a [[Karvenzi]], an [[Ogre]] and a [[Wyvern]] and nearly dies. Corin also delivers a message from a mysterious entity in the tower to [[Lyras Orden]].&lt;br /&gt;
&lt;br /&gt;
Later in the year, during one of Corin's tests, [[Katashi]] leads [[Mizuchi]] and a small army of monsters to attack the city. Professor Orden teleports Corin to talk with Katashi, who tells him that [[Tenjin]], Katashi's brother, has gone missing. He then tells Corin that if he doesn't bring Vera to the tower within a week, he will bring a much larger army, including [[Seiryu]], one of the [[god beasts]]. Prof. Orden helps Corin find Vera and get a group for going into the tower, including Derek Hartigan, who is an Emerald level [[Soulblade]]. Vera agrees to go willingly if they escort [[Echion]] to a train to [[Caelford]].&lt;br /&gt;
&lt;br /&gt;
Once inside the Spire, they discover that Orden is working against them, and controlling Derek via a ring she game him. Sera drinks a [[Attunement Primer|mysterious potion]] that Corin got during his judgment, which made her vastly more powerful (temporarily) and changed her attunement. They finally defeat Orden, relying on Sera's Summon of [[Seiryu]] to knock out Derek, although doing so damages Sera's attunement to the point it prevents her from speaking or using magic. As soon as they think they are safe, Jin shoots Vera in the back, but Corin manages to knock Jin out before he kills Vera. After stabilizing Vera, Corin summons Katashi, who takes Vera and Orden, Changes Corin's [[Brand]] into an attunement, and gives Sera [[Ceris|his sword]] before teleporting them to [[Keras]], who escorts them to Derek's house.&lt;br /&gt;
&lt;br /&gt;
== Main Characters ==&lt;br /&gt;
&lt;br /&gt;
;[[Corin Cadence]]: The point-of-view character for this book, and the main protagonist, Corin is an introverted [[enchanter]], who keeps ending up in the middle of things.&lt;br /&gt;
&lt;br /&gt;
;[[Sera Cadence]]: Corin's half-sister, and one of his closest friends throughout the book, Sera is a powerful [[summoner]] with strong political skills and ice magic.&lt;br /&gt;
&lt;br /&gt;
;[[Patrick Wayland]]: Patrick is an bulky [[elementalist]] who becomes friends with nearly everyone he meets. He is also one of Corin's closest friends.&lt;br /&gt;
&lt;br /&gt;
;[[Marissa Callahan]]: Marissa is a powerful [[guardian]], who puts the safety of her friends above all else. She is one of Corin's closest friends.&lt;br /&gt;
&lt;br /&gt;
;[[Jin Dalen]]: Jin is an overly mysterious student who claims to be from [[Dalenos]]. He is a business associate and friend of Corin.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
&lt;br /&gt;
;[[Attunements]]: All human magic in this book comes from an attunement, a magical mark on a person's body. There are many types of attunements, each coming from one of the [[Soaring Spires]].&lt;br /&gt;
&lt;br /&gt;
== Appendices ==&lt;br /&gt;
&lt;br /&gt;
The audiobook release did not contain the appendices, which are available for download on [https://andrewkrowe.wordpress.com/appendices-previews-and-other-documents/ Andrew Rowe's Blog].&lt;br /&gt;
&lt;br /&gt;
== Editions ==&lt;br /&gt;
&lt;br /&gt;
* ''Kindle Edition'' - ASIN: B06XBFD7CB - Published 2017-02-26&lt;br /&gt;
* ''Trade Paperback'' - ISBN: 978-1521118764 - Published 2017-04-23&lt;br /&gt;
* ''Audiobook'' - ASIN: B072YXNBJ6 - Published 2017-07-04&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Void_Branch&amp;diff=7417</id>
		<title>Void Branch</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Void_Branch&amp;diff=7417"/>
		<updated>2023-12-09T14:17:08Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Void Branch''' is the sword of a [[Xixian]] princess that nullifies all nearby [[magic]] and cleaves through both sorcerous and physical defenses with ease&amp;lt;ref name=bm3-8&amp;gt;''Defying Destiny'' Chapter 8&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
Void Branch is intensely black and has a broad curved blade. It is unknown whether its coloring is a result of the material of the blade or a sorcerous effect. It emits a visible aura of sorcery&amp;lt;ref name=bm3-8 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Void Branch was initially owned by a Xixian Princess, who used it until her defeat in the siege of Velthryn in 2730VF. The Thornguard captain who helped force the princess into retreat and recovered it after the battle passed the Void Branch down through his family, until their ancestor sold it in order to cover gambling debts, after which it was stolen by a master thief&amp;lt;ref name=bm3-8 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
After [[Kyestri]] recovered it from the master thief failed to steal from his vault, it remained with him up until the events at the end of [[Defying Destiny]], when it was looted and put into the [[Jaden Box]]&amp;lt;ref name=bm3-23&amp;gt;''Defying Destiny'' Chapter 23&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
When the Jaden Box is opened in ''On the Shoulders of Titans'', it is not mentioned, most likely given to Taelien later, as it was previously arranged that he would get &amp;quot;all the swords&amp;quot;&amp;lt;ref name=bm3-23 /&amp;gt;&amp;lt;ref name=aa2-5&amp;gt;''On the Shoulders of Titans'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Category:Artifacts]]&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Corin_Cadence&amp;diff=7416</id>
		<title>Corin Cadence</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Corin_Cadence&amp;diff=7416"/>
		<updated>2023-12-09T14:03:51Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|attunement1=Enchanter&lt;br /&gt;
|attunement-location1=Forehead&lt;br /&gt;
|attunement2=Arbiter&lt;br /&gt;
|attunement-location2=Right Hand&lt;br /&gt;
|crystal-shrine1=Transcendence&lt;br /&gt;
|crystal-mark1=Transcendence&lt;br /&gt;
|crystal-mark-location1=Left Hand&lt;br /&gt;
|Occupation=Student at [[Lorian Heights Academy]]&lt;br /&gt;
|continent1=Kaldwyn&lt;br /&gt;
|world1=Venaya&lt;br /&gt;
|Series=[[Arcane Ascension]], [[Weapons and Wielders]]&lt;br /&gt;
|Species=Human&lt;br /&gt;
}}&lt;br /&gt;
Corin Cadence is the point of view character for the Arcane Ascension series of books.&lt;br /&gt;
&lt;br /&gt;
== Physical Description ==&lt;br /&gt;
Corin has wavy black hair and gray eyes like his sister Sera. He notes that both he and Sera are &amp;quot;Not as skinny as Marissa but in a good shape.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Corin is very introverted and socially inept. He shows aversion to touch, which is implied to be due to his father's strict upbringing/abuse. He is very loyal and goes to great lengths to help his friends even thoughtlessly. He prefers the analytical approach to problems over violence, which can be seen in his preference of puzzle rooms over monster rooms inside the Serpent Spire. He also frequently states his absolute dislike of colored tile puzzles, which is a hidden reference to the author, who is color-blind. He seems to be asexual, but biromantic.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
=== Early Life ===&lt;br /&gt;
Corin was born to Magnus Cadence and Laura Lyran and is the second son of the house of Cadence. He was very close with his brother and attended school with many of his friends like Sera and Patrick. This changed after Tristan's disappearance as his mother took Sera's family when she left and Corin's father started homeschooling him to prepare him for his Judgement. Magnus would hit Corin to the point of scarring in private. He and Corin are shown to have quite a poor relationship and many of Corin's emotional problems seem to be due to this.&lt;br /&gt;
&lt;br /&gt;
=== Sufficiently Advanced Magic ===&lt;br /&gt;
Corin's story starts when he takes his [[Judgement]] in the [[Serpent Spire]], in which he gains the Book [[Trials of Judgment]], which is a communication journal linked to [[The Voice of the Tower]]. During his judgment, he discovers a prison containing [[Echion Valden]], [[Vera Corrington]], and [[Keras Selyrian]], who he releases. [[Katashi]] attacks the group after the prison break, clashing with Keras, while Vera and Corin escape with Echion. After leading Corin to a pool where he gains the [[Enchanter]] [[attunement]], [[The Voice of the Tower]] asks Corin to tell [[Lyras Orden]] what happened. Soon after, Corin is reacquainted with Sera Cadence, who [[Magnus Cadence|Corin's father]], has just legitimized. Corin then goes to [[Lorian Heights Academy]], where he is reacquainted with [[Patrick Wayland]] and [[Roland Royce]]. At school he enchants various things for [[Jin Dalen]], befriends [[Marissa Callahan]], and forms a apprentice-mentor relationship with [[Lyras Orden|Professor Orden]] and [[Professor Vellum]]. Additionally, he makes Patrick his [[retainer]] in order for Patrick to be able to ask Sera to the [[midwinter ball]].&lt;br /&gt;
While Corin is helping to defend against a monster attack on [[Beaufort]], He meets Katashi again. Katashi tasks Corin with bringing Vera to the Serpent Spire to judge her for the kidnapping of his brother, Visage [[Tenjin]]. Corin heads to the tower with Jin Dalen, Sera Cadence, Professor Orden, [[Derek Hartigan]], and Vera Corrington. Professor Orden betrays the group and reveals that she and Tristan were involved with the kidnapping of Tenjin. After Corin, Jin, and a power-boosted Sera defeat a mind-controlled Derek and Professor Orden, Jin betrays the group and attempts to kill Vera for her role in the Artificial God-Beast attunement project. After Corin stops Jin from killing Vera and stabilizes her, he uses the [[Jaden Box]] to summon Katashi. As thanks for successfully completing the mission of bringing Vera to the Spire, Katashi gives Corin an [[Arbiter]] attunement on his right hand.&lt;br /&gt;
&lt;br /&gt;
=== On the Shoulders of Titans ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Torch That Ignites the Stars ===&lt;br /&gt;
&lt;br /&gt;
=== The Silence of Unworthy Gods ===&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
&lt;br /&gt;
=== Familial Relationships ===&lt;br /&gt;
;[[Magnus Cadence]]: Father with whom he has an antagonistic relationship.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; Corin likens conversations with his father to duels in his mind, keeping track of the current power dynamic meticulously.&lt;br /&gt;
;[[Laura Lyran]]: Mother he has not seen for at least four years.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Tristan Cadence]]: Older brother. Disappeared into the Serpent Tower during his Judgment. Presumed deceased.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; Corin remembers his brother as being self-sacrificing, 'lifting [Corin] up, even at his own expense'&amp;lt;ref name=&amp;quot;aa1-5&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
;[[Sera Cadence]]: Younger sister through Magnus Cadence.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; It is hinted at by Thorn that Sera is actually Corin's twin.&lt;br /&gt;
&lt;br /&gt;
=== Friends and Associates ===&lt;br /&gt;
&lt;br /&gt;
;[[Patrick Wayland]]: One of Corin's childhood friends, now his first retainer. An [[Elementalist]] and magical weapon enthusiast.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Marissa Callahan]]: Corin's friend, teammate, and frequent sparring partner.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot;&amp;gt;''On the Shoulders of Titans'' &amp;lt;/ref&amp;gt;&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Jin Dalen]]: A mysterious foreign student from [[Edria|East Edria]] with a [[Sunstone]] level [[Mesmer]] attunement. His family is sworn to House Dalen, the former ruling house of East Edria from the days before it was under Edrian rule. He was badly injured after fighting against Corin in the Serpent Spire, but escaped using Corin's return bell&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;. They currently have a strained relationship.&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Cecily Lambert]]: One of Corin's closest childhood companions. Corin was possibly supposed to become engaged to Cecily. She is now a partner in his enchanting endeavors. &amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Keras Selyrian]]: Mysterious foreign swordsman currently serving as Corin's bodyguard in order to get into the good graces of [[Katashi]], the Visage of Valor.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt; He has taken to training Corin and Mara in his fighting style.&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Derek Hartigan]]: Heir to House Hartigan, an ancient noble house. Has an Emerald level [[Soulblade]] attunement. Corin, Sera, and their friends excluding Jin), spent the second half of the school year living at his place.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Elora Theas]]: Heir to House Theas, an ancient noble house. She's an Emerald level [[Summoner]], Derek's former (current?) paramour, and has a contract with the God Phoenix. She's also heavily involved with the same conspiracy that as Tristan and Lyras, but her real goals are unknown.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Sheridan Theas]]: Elora Theas' sibling, and a follower of Wydd. Wields the restricted [[Necromancer]] attunement, but specializes in healing. Derek usually refers to them by the nickname &amp;quot;Deni”.&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Vera Corrington]]: Tower explorer that Corin first encountered during his Judgment. HE broke her out of a cell, then she stabbed him in the back. Eventually, he found her and escorted her back to the tower, where she turned herself in to [[Katashi]] to help prevent collateral damage from some of her actions related to ambushing [[Tenjin]], one of the visages.&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Professors ===&lt;br /&gt;
;[[Antonia Meltlake]]: Teaches &amp;quot;General Magic Theory&amp;quot; class&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;, and test proctor&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;. Climbs the Tiger Spire with Corin and his companions.&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;&lt;br /&gt;
;[[Jonathan Teft|Lord Jonathan Teft]]: A [[Citrine]] level [[Shaper]] and Lord in Valia. In charge of Hydra Class. Teaches dueling&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
;[[Lyras Orden]]: A [[Wayfarer]] and [[Enchanter]] of unknown levels. In charge of Serpent Division and member of the Whispers, an organization that secretly serves the visages. Orden was involved with a conspiracy to kidnap the visage [[Tenjin]], and she betrayed the team during a spire expedition in the middle of the first year&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
;[[Professor Vellum]]: An [[Enchanter]] and [[Abjurer]] of unknown level. Teaches classes on permanent enchantments. Served as Corin's mentor for most enchanting-related studies during the first year. She severely hurt herself rescuing Corin and other students from Mizuchi during the winter ball&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;&amp;lt;ref name=&amp;quot;aa2&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Magic ==&lt;br /&gt;
Some of the known magic and abilities available to Corin.&lt;br /&gt;
&lt;br /&gt;
=== [[Attunements]] and [[Crystal Marks]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name||Location||Primary Mana||Secondary Mana||Tertiary Mana||Function&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|[[Arbiter]]||Hand||Transference&amp;lt;ref name=&amp;quot;aa2-11&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 11&amp;lt;/ref&amp;gt;||Life&amp;lt;ref name=&amp;quot;aa2-7&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 7&amp;lt;/ref&amp;gt;||Light&amp;lt;ref name=&amp;quot;aa3-14&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 14&amp;lt;/ref&amp;gt;||&lt;br /&gt;
An Attunement that specialized in purifying mana and transferring it into others&amp;lt;ref name=&amp;quot;aa2-2&amp;quot;&amp;gt;''On the Shoulders of Titans'' Chapter 2&amp;lt;/ref&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Enchanter]]||Head||Transference&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot;&amp;gt;''Sufficiently Advanced Magic'' Appendix 1&amp;lt;/ref&amp;gt;||Mental&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;||Light&amp;lt;ref name=&amp;quot;aa3-6&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' Chapter 6&amp;lt;/ref&amp;gt;||&lt;br /&gt;
Enchanters can imbue items with mana to produce magical effects which differ based on the [[runes]] on the item&amp;lt;ref name=&amp;quot;aa1-a1&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|[[Transcendence Mark]]||Hand||Transcendence&amp;lt;ref name=&amp;quot;aa3&amp;quot;&amp;gt;''The Torch that Ignites the Stars'' &amp;lt;/ref&amp;gt;||-||-||&lt;br /&gt;
Allows for the use of Transcendence mana through a bond with the Transcendence Crystal&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|Selys-Lyann Bond||Unknown||Spirit||-||-||&lt;br /&gt;
A contract with the spirit inside Selys-Lyann, Therin Thorn. The contract grants Corin spirit mana.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Enchanter Attunement ===&lt;br /&gt;
Corin is able to create permanent magic items through his Enchanter attunement. He is best known for making items that give him an advantage in combat against others, even to the point of &amp;quot;cheating&amp;quot;. Enchanting works through embedding runes onto materials to create effects. Corin's Enchanter attunement is on his head which means he can cast spells with just mental concentration as long as the spells only effect himself. Corin has a shroud, a magical aura that slows down or stops attacks, from his attunement. Corin's Enchanter attunement is Carnelian level. Unlike other Enchanters, Corin can modify attunements because of his Arbiter attunement. The Enchanter attunement gives Corin transference and mental mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Enchanter Function ====&lt;br /&gt;
&lt;br /&gt;
'''Enchanting'''&lt;br /&gt;
&lt;br /&gt;
The main function for the Enchanter attunement is the ability to perform [[enchanting]]. Applying magical effects to items. Corin does this through carving Kaldwyn runes into items. Each component of the enchantment is in an individual rune: activation, capacity, recharge, function etc. Each rune uses up some of the item's enchantment capacity so some materials are better for enchanting than others. &lt;br /&gt;
&lt;br /&gt;
'''Sub-Glyphs'''&lt;br /&gt;
&lt;br /&gt;
Corin can also use subglyphs to enchant items or modify attunements. This style involves creating a container rune which is filled with a set amount of essence. Once filled a mental mana spell like 'Analyze Attunement Composition' or 'Apply Sub-Glyphs' is cast that allows the enchanter to program the container rune with sub-glyph sequences which determine how the essence will be shaped by the enchantment. A knowledge of the sub-glyph language is needed for this type of enchanting.&lt;br /&gt;
&lt;br /&gt;
'''Mana Crystal Creation'''&lt;br /&gt;
&lt;br /&gt;
Creating mana crystals is not a function of the Enchanter attunement but can be performed with any mana types. However, making these crystals is important for Corin because they are needed for enchanting. Corin can create the crystal and then fill them with whatever mana he wants (that he access to). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Transference Mana ====&lt;br /&gt;
Transference mana helps build up Corin's speed passively, making him naturally faster. &lt;br /&gt;
&lt;br /&gt;
'''Transference Burst'''&lt;br /&gt;
&lt;br /&gt;
Corin can convert the grey mana in his hand to transference mana. He then holds this for several seconds before releasing it creating a shockwave. He can also charge transference mana in his forehead to cause devastating headbutts. Sometimes nicknamed the Explodey Fist technique. Corin can charge this for about five seconds before he starts to cause him pain.&lt;br /&gt;
&lt;br /&gt;
'''Haste'''&lt;br /&gt;
&lt;br /&gt;
Corin has demonstrated the ability to use transference mana to cast a Haste spell to increase his speed. He has trouble controlling his movements due to his lack of perception mana. Haste spells add extra force to every action but do not compensate for the extra speed resulting in long acclimation periods needed every time a higher level spell is used.&lt;br /&gt;
&lt;br /&gt;
'''Mana Threads'''&lt;br /&gt;
&lt;br /&gt;
Corin can create threads of mana that he can use to connect to items. Corin can sense and manipulate auras from items the threads connect to. Corin can recharge items through mana threads. Mana threads can serve as conduits for Corin's magic.&lt;br /&gt;
&lt;br /&gt;
'''Shroud Manipulation''' &lt;br /&gt;
&lt;br /&gt;
Corin can reshape his shrouds to his needs. He has demonstrated the ability to create daggers and swords from his shrouds. The shroud blades are a mix of grey and transference mana that cause anything that contacts the blade to be cut or deflected.&lt;br /&gt;
&lt;br /&gt;
'''Transference Blasts'''&lt;br /&gt;
&lt;br /&gt;
Corin can launch blasts of transference mana. Transference mana can be used to push things around. He can also release waves of transference mana. Corin can use these bursts to move himself by blasting himself in the direction he needs.&lt;br /&gt;
&lt;br /&gt;
'''Blade Encircling'''&lt;br /&gt;
&lt;br /&gt;
Corin can create a thin layer of transference mana that flows from his hand and encircles a sword he holds.&lt;br /&gt;
&lt;br /&gt;
'''Aura Manipulation'''&lt;br /&gt;
&lt;br /&gt;
Corin has the ability to link to an enchanted item's aura and manipulate it in various ways. He has used it to project the aura as a ranged attack.&lt;br /&gt;
&lt;br /&gt;
'''Mass Haste'''&lt;br /&gt;
&lt;br /&gt;
Corin casts the 'Mass Haste' spell verbally, releasing transference mana into the air as he casts it. This is a haste spell that effects him and his allies. &lt;br /&gt;
&lt;br /&gt;
'''Mana Transfer'''&lt;br /&gt;
&lt;br /&gt;
Corin can easily move mana from items to other items. He can also very quickly transfer mana from himself into an item because both of his attunements give him transference mana.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mental Mana ====&lt;br /&gt;
Mental mana helps increase Corin's mental processing and his memory. The increasing amount of mental mana means Corin rarely misses when he uses ranged weapons or throws swords because his subconscious mental calculations are improving.&lt;br /&gt;
&lt;br /&gt;
'''Compulsion Resistance'''&lt;br /&gt;
&lt;br /&gt;
Corin can resist magical compulsions by converting his grey mana to mental and cycling through his mind. &lt;br /&gt;
&lt;br /&gt;
'''Lesser Identify'''&lt;br /&gt;
&lt;br /&gt;
'Lesser Identify' is a spell that creates auras around magical items. The auras can only be seen by Corin and they glow the colour that matches the mana type with the highest concentration.&lt;br /&gt;
&lt;br /&gt;
'''Identify'''&lt;br /&gt;
&lt;br /&gt;
'Identify' is an upgrade on the 'Lesser Identify' spell. This spell provides details about functions of items Corin uses the spell on.&lt;br /&gt;
&lt;br /&gt;
'''Analyze Attunement Composition'''&lt;br /&gt;
&lt;br /&gt;
'Analyze Attunement Composition' is spell that allows Corin to view and edit sub-glyphs. To Corin the sub-glyphs appear on paper sorted by what they do. For example the sub-glyphs relating to transference mana are sorted together. Corin is able to, briefly, enhance the level of an attunement by overwriting the safety functions.&lt;br /&gt;
&lt;br /&gt;
'''Accelerated Computation'''&lt;br /&gt;
&lt;br /&gt;
'Accelerated Computation' massively increases Corin's processing abilities. He uses this spell to calculate where to move in advance when he uses his Haste spell. He also uses it in combat to work out how long until he manages to strike or is struck. He also uses it to sort sub-glyphs faster when using 'Analyze Attunement Composition'.&lt;br /&gt;
&lt;br /&gt;
'''Apply Sub-Glyphs'''&lt;br /&gt;
&lt;br /&gt;
'Apply Sub-Glyphs' is effectively an extension of Analyze Attunement Composition. Apply Sub-Glyphs allows Corin to “write” sub-glyphs.&lt;br /&gt;
&lt;br /&gt;
'''Detect Aura'''&lt;br /&gt;
&lt;br /&gt;
'Detect Aura' allows Corin to view the shroud of a person or the mana of items in his view. As his attunement level has increased, his ability to discern specifics with this spell has as well.&lt;br /&gt;
 &lt;br /&gt;
'''Analytical Arrow of Direction'''&lt;br /&gt;
&lt;br /&gt;
'Analytical Arrow of Direction' shows the distance from a target Corin seeks.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Tracking Analytical Arrow'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Tracking Analytical Arrow' is a spirit based version of 'Analytical Arrow of Direction'. It creates a gleaming arrow in Corin's vision. This spell traces the spirit signature of whatever Corin uses as a focus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spessartine ====&lt;br /&gt;
Spessartine is an artificial attunement level created by Constantine. It is an intervening level between Sunstone and Citrine. Corin built this level into his Enchanter attunement. Corin can activate this level at will with the mentally activated command &amp;quot;Activate Spessartine&amp;quot;. This grants Corin access to light mana. The Spessartine level lasts for 5 minutes after activation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Light Mana ====&lt;br /&gt;
Corin can only access light mana when he activates Spessartine. &lt;br /&gt;
&lt;br /&gt;
'''Lesser Light'''&lt;br /&gt;
&lt;br /&gt;
Corin can cast the 'Lesser Light' spell which forms a sphere of light over his hand.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Radiance Mana ====&lt;br /&gt;
Tavare tries to teach Corin to form radiance mana. Radiance mana is a combination of light and transference and a subessence of constellations mana.&lt;br /&gt;
&lt;br /&gt;
'''Corkscrew Blast'''&lt;br /&gt;
&lt;br /&gt;
Corin failed to produce the same type of radiance mana that Tavare uses but instead formed a twisting corkscrew burst of light and transference. This corkscrew mana moves very quickly.&lt;br /&gt;
&lt;br /&gt;
'''Shivering Shroud'''&lt;br /&gt;
&lt;br /&gt;
'Shivering Shroud' is a defensive technique formed from the ice of Selys-Lyann and his twisting light, transference combination. It creates a brilliant frost in Corin's aura that can reflect attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Peridot ====&lt;br /&gt;
A second artificial level made by Constantine. It is an interval level between Citrine and Emerald. Corin built this level into his Enchanter attunement but it currently has no functionality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Arbiter Attunement ===&lt;br /&gt;
The Arbiter attunement focuses on giving purified mana into others to increase, or replenish, their mana. The attunement purifies all of Corin's mana. This attunement gives him a second shroud. Corin's Arbiter attunement is Carnelian level. The Arbiter attunement has the ability to allow access to the hidden sections of attunements and Corin modified his Arbiter attunement to give him this function immediately rather than at Citrine level. The Arbiter attunement gives Corin transference and life mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arbiter Functions ====&lt;br /&gt;
&lt;br /&gt;
'''Mana Purification'''&lt;br /&gt;
&lt;br /&gt;
The Arbiter attunement purifies Corin's mana automatically to prevent him giving mana poisoning to others when he transfers them mana.&lt;br /&gt;
&lt;br /&gt;
'''Mana Transfer'''&lt;br /&gt;
&lt;br /&gt;
Corin can transfer mana to another for two possible reasons: restoring a currently depleted mana pool or overflowing a mana pool to make the attunement permanently increase a little.  &lt;br /&gt;
&lt;br /&gt;
'''Attunement Movement'''&lt;br /&gt;
&lt;br /&gt;
Arbiters can move attunements from one location on an attuned's body to another location, such as moving an attunement from an arm to a leg. It is also possible to move an attunement from one attuned to another, although there are significant risks to that. When moving an attunement from one person to another, the person must be acclimated to mana in their bodies. An quartz-level attunement could safely be moved to an unattuned, but a citrine attunement could only be moved to another citrine level attuned. If this requirement is not met, the person who is being granted the attunement generally explodes. This process cannot be performed without the direct consent of the attuned due to safeguards built into attunements.&lt;br /&gt;
&lt;br /&gt;
'''Attunement Decryption'''&lt;br /&gt;
&lt;br /&gt;
Some attunement functions' subglyphs are encrypted, and impossible to read or change. At Citrine level, the arbiter attunement grants the ability to read and modify these restricted functions. Normally Corin would not be able to use this function as it is meant to be unlocked at Citrine level but Corin modified his Arbiter attunement to access this function early. &lt;br /&gt;
&lt;br /&gt;
'''Attunement Modification'''&lt;br /&gt;
&lt;br /&gt;
Because Corin has mental mana from his Enchanter attunement, he can modify attunements. Corin can modify the sub-glyphs to add new functions or adjust his attunement level instantly. However, changing his attunement level is dangerous and setting it too high without having it develop naturally would likely kill him. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Transference Mana ====&lt;br /&gt;
Transference mana helps Corin build up speed. &lt;br /&gt;
&lt;br /&gt;
'''Transference Burst'''&lt;br /&gt;
&lt;br /&gt;
Corin can convert the grey mana in his hand to transference mana. He then holds this for several seconds before releasing it creating a shockwave. He can also charge transference mana in his forehead to cause devastating headbutts. &lt;br /&gt;
&lt;br /&gt;
'''Haste'''&lt;br /&gt;
&lt;br /&gt;
Corin has demonstrated the ability to use transference mana to cast a Haste spell to increase his speed. He has trouble controlling his movements due to his lack of perception mana. Haste spells add extra force to every action but do not compensate for the extra speed resulting in long acclimation periods needed every time a higher level spell is used.&lt;br /&gt;
&lt;br /&gt;
'''Mana Threads'''&lt;br /&gt;
&lt;br /&gt;
Corin can create threads of mana that he can use to connect to items. Corin can sense and manipulate auras from items the threads connect to. Corin can recharge items through mana threads. Mana threads can serve as conduits for Corin's magic.&lt;br /&gt;
&lt;br /&gt;
'''Shroud Manipulation''' &lt;br /&gt;
&lt;br /&gt;
Corin can reshape his shrouds to his needs. He has demonstrated the ability to create daggers and swords from his shrouds. The shroud blades are a mix of grey and transference mana that cause anything that contacts the blade to be cut or deflected.&lt;br /&gt;
&lt;br /&gt;
'''Transference Blasts'''&lt;br /&gt;
&lt;br /&gt;
Corin can launch blasts of transference mana. Transference mana can be used to push things around. He can also release waves of transference mana. Corin can use these bursts to move himself by blasting himself in the direction he needs.&lt;br /&gt;
&lt;br /&gt;
'''Blade Encircling'''&lt;br /&gt;
&lt;br /&gt;
Corin can create a thin layer of transference mana that flows from his hand and encircles a sword he holds.&lt;br /&gt;
&lt;br /&gt;
'''Aura Manipulation'''&lt;br /&gt;
&lt;br /&gt;
Corin has the ability to link to an enchanted item's aura and manipulate it in various ways. He has used it to project the aura as a ranged attack.&lt;br /&gt;
&lt;br /&gt;
'''Mass Haste'''&lt;br /&gt;
&lt;br /&gt;
Corin casts the 'Mass Haste' spell verbally, releasing transference mana into the air as he casts it. This is a haste spell that effects him and his allies. &lt;br /&gt;
&lt;br /&gt;
'''Mana Transfer'''&lt;br /&gt;
&lt;br /&gt;
Corin can easily move mana from items to other items. He can also very quickly transfer mana from himself into an item because both of his attunements give him transference mana.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Life Mana ====&lt;br /&gt;
Corin is not a trained healer but he can use regeneration spells.&lt;br /&gt;
&lt;br /&gt;
'''Lesser Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'Lesser Regeneration' is a basic spell that helps heal a bit faster.&lt;br /&gt;
&lt;br /&gt;
'''Regeneration'''&lt;br /&gt;
&lt;br /&gt;
Corin can cast a Sunstone level 'Regeneration' spell but it requires mana from both of his mana pools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Transcendence Crystal Mark ===&lt;br /&gt;
Corin has a crystal mark from the Transcendence Gateway Crystal. A crystal mark is in between Dominion Sorcery and Attunements. This mark gives him access to transcendence mana. It started with a small pool of 10 mana and has an efficiency ratio of 3 to 1. Corin can mentally activate the transcendence spells he knows. This mark is on his left hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Transcendence Mana ====&lt;br /&gt;
Transcendence mana is made from mental mana and life mana meaning it will help boost Corin's mental abilities. Corin learned some transcendent spells from books from Constantine and some from [[Ruto Muramasa|Lute]] although they require more transcendence mana than Corin has.&lt;br /&gt;
&lt;br /&gt;
'''Transcendent Detect Aura'''&lt;br /&gt;
&lt;br /&gt;
'Transcendent Detect Aura' is an improved 'Detect Aura' spell. This spell allows Corin to see what mana types a person has access to. This spell works by bypassing the body's natural defenses to view the mana types.&lt;br /&gt;
&lt;br /&gt;
'''Transcendent Regeneration'''&lt;br /&gt;
&lt;br /&gt;
'Transcendent Regeneration' is a 'Regeneration' spell improved with transcendence mana. &lt;br /&gt;
&lt;br /&gt;
'''Transcendent Haste'''&lt;br /&gt;
&lt;br /&gt;
'Transcendent Haste' increases his speed like a 'Haste' spell and it is further increasing his speed while offsetting the &amp;quot;clumsiness&amp;quot; it causes. This adjusts the speed boost while he's using it to make it less likely to cause him to fall over or run straight into a wall.&lt;br /&gt;
&lt;br /&gt;
'''Light Wave Fist'''&lt;br /&gt;
&lt;br /&gt;
'Light Wave Fist' generates light, transference and transcendence mana around Corin's hand. When he punches the air, a fist sized burst of light shoots out. This attack moves the fastest out of any Corin has ever used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Selys-Lyann Bond ===&lt;br /&gt;
Corin made a spirit bond with Therin Thorn, the spirit that resides within Selys-Lyann. Therin Thorn is an amalgamation of spirit fragments from past wielders of the blade with a fraction of Vae’lien (The Tyrant in Gold) being the dominant personality. Thorn can talk to Corin mentally when Thorn is in the sword. The mental communication from Thorn is written out with outwards facing curly brackets at the beginning and end, like this: }You were a fool to overextend yourself like that. Casting a spell like that over and over, far beyond the point when...{&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Spirit Mana ====&lt;br /&gt;
Therin Thorn has given Corin access to spirit mana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Body Lending ====&lt;br /&gt;
Corin can lend his body to Therin Thorn. Thorn usually stays within a spiritual space within the sword which they designed, however, Corin can switch places so Thorn gets his body and Corin stays in spiritual space. Thorn can then utilise his spirit arts and use Corin's magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Spirit Arts =====&lt;br /&gt;
Therin Thorn can utilise spirit arts when in control of Corin's body.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Rapid Recovery'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Rapid Recovery' flows spirit essence through the body repairing star veins and Dianis Points rapidly. &lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Body of the Transient Immortal'''&lt;br /&gt;
&lt;br /&gt;
'Spirit Art: Body of the Transient Immortal' was described as giving Thorn &amp;quot;new strength and speed&amp;quot; through his limbs.&lt;br /&gt;
&lt;br /&gt;
'''Spirit Art: Dance of the Wicked Vine'''&lt;br /&gt;
 &lt;br /&gt;
'Spirit Art: Dance of the Wicked Vine' causes glowing white vines to burst from the floor which the Vae'kes Saffron had to dodge.&lt;br /&gt;
&lt;br /&gt;
== Magic Items ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Selys-Lyann]]&lt;br /&gt;
&lt;br /&gt;
The greatest, and most dangerous, of Corin's magical items, Selys Lyan is a sabre of unknown origin that has the ability to project ice in various ways, given to him by the Voice of the Tower&amp;lt;ref name=&amp;quot;aa1&amp;quot;&amp;gt;''Sufficiently Advanced Magic''&amp;lt;/ref&amp;gt;. There is supposedly a curse on the sword that dooms the wielder to be betrayed by the one closest to them&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;. The sword appears to be semi-sentient and responds to Corin's mental commands and desires. Corin later learns that a piece of the broken Sacred Sword [[Flowbreaker]] is contained within&amp;lt;ref name=&amp;quot;aa3&amp;quot; /&amp;gt;. Corin later makes a contract with the spirit residing within Selys-Lyann: [[Therin Thorn]]. This contract gives Corin access to spirit mana. Selys-Lyann has a number of abilities.&lt;br /&gt;
&lt;br /&gt;
'''Living Frost'''&lt;br /&gt;
&lt;br /&gt;
The ice created by Selys-Lyann grows indefinitely until melted by powerful flames or willed to cease.&lt;br /&gt;
&lt;br /&gt;
'''Ice Wave'''&lt;br /&gt;
&lt;br /&gt;
Corin is able to launch a wave of ice when he slashed the Selys-Lyann. Through practice, Corin is able to interface with the sword using his mana-threads to redirect the ice wave mid-flight.&lt;br /&gt;
&lt;br /&gt;
'''Ice Armour'''&lt;br /&gt;
&lt;br /&gt;
Selys-Lyann can form a suit of armour around Corin made from it's ice.&lt;br /&gt;
&lt;br /&gt;
'''Passive Cold Resistance'''&lt;br /&gt;
&lt;br /&gt;
Corin is gaining a cold resistance from Selys-Lyann.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Shield Sigil]]&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The basic issued shield sigil is silver pin from Lorian Heights Academy. It is about the size of a coin and when it detects an incoming attack it produces a barrier of grey mana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Phoenix Sigil]]&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The phoenix sigils are enchanted items made by Corin. A sigil in the shape of a phoenix about the same size of the shield sigils. The phoenix sigil is self-recharging and has a greater capacity than the regular shield sigil. It produces a barrier of grey mana much like the shield sigil. The phoenix sigil has functions for healing injuries and helping to recover mana. The phoenix sigils have teleportation functions which connect to a specific 'anchor'. This sigil has more than 4 times the capacity of the school issued sigils.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Demi Gauntlet&lt;br /&gt;
&lt;br /&gt;
The demi gauntlet is a small gauntlet that Corin enchants to act similarly to a dueling cane, but in addition to the normal gray mana, it can fire transference mana, granting it some more versatility in its use&amp;lt;ref name=&amp;quot;aa1&amp;quot; /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ring of Regeneration&lt;br /&gt;
&lt;br /&gt;
A magic ring that rapidly heals injuries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ring of Derek Controlling&lt;br /&gt;
&lt;br /&gt;
Another magic ring. This one places a compulsion on whoever wears it to obey whatever Corin says.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Ring of Jumping&lt;br /&gt;
&lt;br /&gt;
A ring found in the Jaden Box. With the mental command ''jump'' it increases a jump by a great degree and Corin uses it to help with his mobility.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Set of Mana Batteries&lt;br /&gt;
&lt;br /&gt;
Corin has a large number of mana batteries which he uses for recharging items or making enchanted items. He has batteries for the following mana types: air, earth, fire, water, shadow, light, life, death, mental, perception, transference, enhancement, spirit and grey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Scald&lt;br /&gt;
&lt;br /&gt;
An enchanted sword with a basic flame enchantment. Corin can manipulate the flames with his transference mana. There are also runes for sharpness, resilience, balance and anti-tampering. There are also spirit runes that enable the sword to hit incorporeal enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Shroudstealer&lt;br /&gt;
&lt;br /&gt;
Another enchanted sword Corin made. When the sword comes into contact with mana of a compatible type, the spell is pulled into the blade and charges it. This works on shrouds and shield sigils. Corin can then use the stolen mana to power his enchanted items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Null-Contract Gauntlet&lt;br /&gt;
&lt;br /&gt;
The Null-Contract Gauntlet is an item designed and created by Corin. It acts like a summoner contract sending mana and exchanges it for spirit mana and this increases the rate of growth for an attunement. The demi-gauntlet gives Corin access to spirit mana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Teleportation Circlet&lt;br /&gt;
&lt;br /&gt;
A plain metal circlet with the functions to teleport to the linked anchor Corin made. The range is about half a mile. This activates with the word &amp;quot;return.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Messaging Necklace&lt;br /&gt;
&lt;br /&gt;
The communication necklace is an item created by Corin. It has a low Citrine level of air mana which allows Corin to send and receive messages from any of the other messaging necklaces he has made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Defective Automatic Mana Crystal Generator&lt;br /&gt;
&lt;br /&gt;
Corin has designed a device to create mana crystals by itself. However, the device does not work properly and creates an unstable crystal that vanishes after a few minutes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Void Emitters&lt;br /&gt;
&lt;br /&gt;
Corin has made a number a void emitters which create an area of void. This will strip away weaker magical effects. Corin made 6 Sunstone level void emitters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Void Shaping Sigil&lt;br /&gt;
&lt;br /&gt;
Corin built himself a void shaping sigil to help mitigate the effects of the void emitters on him when he is wearing it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Belt of Swords&lt;br /&gt;
&lt;br /&gt;
The Belt of Swords is gift from Keras. A belt with mini symbols of swords on it. Each sword symbol can hold a sword. There are six sword symbols remaining on the belt - one for each of the Six Sacred Swords. Corin can store one sword in each of the sword symbols. This is because each symbol has an extra-dimensional space for a sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Training Box&lt;br /&gt;
&lt;br /&gt;
Corin has a box full of memory crystals from Keras with each memory showing fights against powerful people. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Dimensional Bag&lt;br /&gt;
&lt;br /&gt;
Patrick gave Corin his dimensional storage bag which is a bag with an expanded space when opened.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
References:&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=The_Descent_of_Twilight&amp;diff=7415</id>
		<title>The Descent of Twilight</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=The_Descent_of_Twilight&amp;diff=7415"/>
		<updated>2023-12-09T14:01:05Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''The Descent of Twilight''' is a weapon said to have been once wielded by [[Vaelien]] himself, long before his acquisition of his more famous greatsword, the [[Vaelien (Greatsword)|Vaelien]]. The Descent of Twilight is enchanted with both light and shadow, possessing capabilities related to both. With light, it can strike at distant foes with blinding speed. With shadow, it can conceal the wearer, or ebb the strength of enemies&amp;lt;ref name=bm3-8&amp;gt;''Defying Destiny'' Chapter 8&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
The Descent of Twilight is a gold-hilted saber, with a blade that glows with a matching gold&amp;lt;ref name=bm3-8 /&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
After being used by Vaelien, it is unknown where the Descent of Twilight was prior to being acquired by [[Kyestri]] and placed in his vault, where it remained up until the events  of [[Defying Destiny]].&lt;br /&gt;
&lt;br /&gt;
When [[Taelien Salaris|Taelien]] visits Kyestri, he magnetizes it, allowing him to prevent [[Sterling]] from using it against him in their fight&amp;lt;ref name=bm3-8 /&amp;gt;&amp;lt;ref name=bm3-22&amp;gt;''Defying Destiny'' Chapter 22&amp;lt;/ref&amp;gt;. After the battle, it was not mentioned again, but it was likely put into the [[Jaden Box]] during the looting of Kyestri's Mansion.&lt;br /&gt;
&lt;br /&gt;
When the Jaden Box is opened in ''On the Shoulders of Titans'', it is not mentioned, most likely either lost in the battle and never put in the Jaden Box or given to Taelien later, as it was previously arranged that he would get &amp;quot;all the swords&amp;quot;&amp;lt;ref name=bm3-23&amp;gt;''Defying Destiny'' Chapter 23&amp;lt;/ref&amp;gt;&amp;lt;ref name=aa2-5&amp;gt;''On the Shoulders of Titans'' Chapter 5&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
[[Category: Artifacts]]&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Sufficiently_Advanced_Magic/Summary&amp;diff=7414</id>
		<title>Sufficiently Advanced Magic/Summary</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Sufficiently_Advanced_Magic/Summary&amp;diff=7414"/>
		<updated>2023-12-09T13:59:53Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a chapter-by-chapter summary of [[Sufficiently Advanced Magic]]. We hope it will make it easier for find specific parts of the book, as well as a quick refresher to those who don't have the time for a re-read.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;limit=2&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chapter 1 - Entry ==&lt;br /&gt;
&lt;br /&gt;
[[Corin Cadence]] enters the [[Serpent Spire]] to begin his [[judgment]], taking a backpack full of supplies.  Within the spire, he starts in a room full of items, where he takes a gold key, [[trials of judgment]], a quill, a [[Dueling Cane]], a [[dueling tunic|dueling vest]], and a scroll in a foreign language. After the item room, he goes through a room with tile platforms and a mirror that spawned a shadow copy of himself.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 2 - Valor ==&lt;br /&gt;
&lt;br /&gt;
Corin continues his judgment, cheating his way through a room with a [[valor]] board and rising mist. With the assistance of marginally helpful advice from Trials of Judgment and his gold key he enters the next room, one with multiple doors across a pool of water. After draining the water, he exits through a hidden, previously-underwater gate.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[The Voice of the Tower]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 3 - Limited Options ==&lt;br /&gt;
&lt;br /&gt;
Corin continues his judgment, finding a corpse outside a prison holding [[Vera Corrington]], a masked [[Keras Selyrian]], and an unconscious young child (later discovered to be [[Echion Valden]]). Corin opens Echion's cell using a prison key found on the corpse and Vera's cell using his gold key, after which Keras breaks himself out. After going through a room full of pendulums, which Keras destroys, and receiving a warning about the prisoners he rescued from Trials of Judgment, Corin follows Vera and Keras into a large room, with [[Katashi]], the Visage of Valor baring their path.&lt;br /&gt;
&lt;br /&gt;
After failing to convince Katashi to let them leave, Keras starts fighting with Katashi, and after siding with Keras against Katashi, Corin and Vera carry the unconscious Echion away while Keras and Katashi fight.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Keras Selyrian]]&lt;br /&gt;
* [[Vera Corrington]]&lt;br /&gt;
* [[Echion Valden]]&lt;br /&gt;
* [[Katashi]]&lt;br /&gt;
* [[The Voice of the Tower]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 4 - Escape ==&lt;br /&gt;
&lt;br /&gt;
Corin and Vera enter a room with a pillar of ice containing a [[Selys-Lyann|sword]] and several sectioned off groups of monsters, including a [[spire guardian]]. Vera kills the non-spire guardian monsters with Corin's dueling cane while Corin assists. When Vera and Corin break the ice pillar, the spire guardian attacks. Corin takes the sword from the pillar, which turns out to be rusted and useless in a fight, and distracts the spire guardian while Vera kills it. When Vera discovers the next room has an exit, she takes the kid and Corin's dueling cane and leaves, while threatening Corin and preventing him from taking the same exit.&lt;br /&gt;
&lt;br /&gt;
After Vera has left, the [[The Voice of the Tower]] (from Trials of Judgment) appears, directing Corin to an attunement fountain, where he drinks and sees a vision. The Voice of the Tower then dips his sword in the fountain, transforming it into a magic ice sword, and tells Corin to tell [[Lyras Orden]] that The Voice of the Tower must speak with her. After warning him not to tell anyone what he had seen, it vanishes. Corin then writes his experiences down, fills his flask with water from the fountain, and exits the spire.&lt;br /&gt;
&lt;br /&gt;
Outside the spire, Corin discovers that his memories are intact, then heads to the administration tent, where he discovers he has the [[Enchanter]] [[attunement]]. When he gets home, [[Magnus Cadence|his father]] proclaims his failure, and announces [[Sera Shard]] as his replacement.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[The Voice of the Tower]]&lt;br /&gt;
* [[Vera Corrington]]&lt;br /&gt;
* [[Echion Valden]]&lt;br /&gt;
* [[Professor Edlyn]]&lt;br /&gt;
* [[Magnus Cadence]]&lt;br /&gt;
* [[Sera Shard]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 5 - Orientation ==&lt;br /&gt;
&lt;br /&gt;
Corin learns a bit about his attunement and anonymously notifies the family of the corpse he found in his judgment, then heads off to [[Lorian Heights Academy]]. On the way, he writes to the Voice of the Tower, and shows Sera some of what was written in Trials of Judgment. After [[Chancellor Wallace]]'s orientation speech and moving into his dorm room, [[Jin Dalen]] knocks on his door and asks he is a spider, which he denies. He spends the rest of the day getting school stuff taken care of until [[Curtis Maddock]] gets everyone for a dorm meeting.&lt;br /&gt;
&lt;br /&gt;
This chapter contains a flashback of Corin, when his brother falls out of a tree.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Tristan Cadence]] (Flashback)&lt;br /&gt;
* [[Jack Bennet]]&lt;br /&gt;
* [[Chancellor Wallace]]&lt;br /&gt;
* [[Jin Dalen]]&lt;br /&gt;
* [[Cecily Lambert]]&lt;br /&gt;
* [[Curtis Maddock]]&lt;br /&gt;
* [[Tom McCormick]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 6 - Preparations ==&lt;br /&gt;
&lt;br /&gt;
Corin goes to Professor Orden's office, and delivers the Voice's message, but is stopped immediately by Orden. She says her office is not secure enough, and warns him to protect his room against potential assassination attempts. He then secures his room in small ways, limited by his funds.&lt;br /&gt;
&lt;br /&gt;
The next day after breakfast with Sera, where he learns [[Tenjin]] has gone missing, he has a lecture by [[Professor Meltlake]] on the school's structure and the basics of magic. After class, he signs up for his electives: permanent enchantments and magical dueling. His first magical dueling class starts with a duel in which [[Marissa Callahan]] beats [[Rupert Kent]], and [[Roland Royce]] challenging Corin to a duel.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Jin Dalen]]&lt;br /&gt;
* [[Lyras Orden]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Antonia Meltlake|Professor Meltlake]]&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Roland Royce]]&lt;br /&gt;
* [[Marissa Callahan]]&lt;br /&gt;
* [[Jonathan Teft]]&lt;br /&gt;
* [[Rupert Kent]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 7 - Duel ==&lt;br /&gt;
&lt;br /&gt;
When Professor Teft discovers that Corin is an Enchanter, Teft and his [[simulacra]] attack Corin, claiming that if he lasts 10 seconds he can remain in the class. With help from his Roland Royce, Sera Cadence, and [[Patrick Wayland]], he lasts 10 very long &amp;quot;seconds&amp;quot; and is allowed to remain in the class. After the rest of class, consisting of a lecture on simulacrum, he meets up with Sera, Roland, and Patrick for lunch.&lt;br /&gt;
&lt;br /&gt;
== Chapter 8 - Training Courses ==&lt;br /&gt;
&lt;br /&gt;
Corin gets his mana checked out, and is warned about potential mana scarring from his mana balance. In his permanent enchantments class, [[Professor Vellum]] starts teaching them to be &amp;quot;Real Enchanters&amp;quot;. As he is going to sleep, he is attacked by an &amp;quot;assassin&amp;quot; who claims to be Professor Orden, but between his preparations and Jin's assistance, they get her to leave. Due to both the damage to their rooms and the possibility that the &amp;quot;assassin&amp;quot; was not Orden, they go to sleep in Sera and Patrick's rooms.&lt;br /&gt;
&lt;br /&gt;
== Chapter 9 - Hard Day ==&lt;br /&gt;
&lt;br /&gt;
Corin goes to Professor Orden's Office, where she confirms that she was the one who attacked him last night and teleports him to a &amp;quot;secure location&amp;quot; somewhere in a void. They exchange information regarding the events in the tower, then she tells him not to tell anyone about the tower, and he returns to update his friends. After finding that information on Keras Selyrian is restricted, Jin borrows a costume from Corin and steals a [[memory crystal]] from the restricted section of the library. The memory crystal contained an experience of Keras defeating a group of emeralds, including  Corin's mother and [[Elora Theas]], who tried to arrest him. When he finished viewing the crystal, he writes his mother, returns the crystal, and talks about what he learned with Orden.&lt;br /&gt;
&lt;br /&gt;
Later that day, he has a class where he first activates the [[aura]] viewing function of his attunement, but fails to move his mana away from his mind. Later, he manages to recharge his [[shield sigil]]'s grey mana using his hand's mana. During a class some time later in which [[Professor Edlin]] discusses the various Valian attunements, an alarm goes off, and the students are sent to underground bunkers. The monsters that caused the alarm, and which included [[Mizuchi]], did not attack. They leave after they fail to find what they were looking for.&lt;br /&gt;
&lt;br /&gt;
== Chapter 10 - Commissions ==&lt;br /&gt;
&lt;br /&gt;
After finally managing to contact the voice of the tower again, Corin makes his first trip to the [[Climbers Court]]. He also manages to successfully transfer mana between items. Immediately after this, Jin commissions Corin to make some items.&lt;br /&gt;
&lt;br /&gt;
Later, he builds some enchantments into his room, sees a mana powered automobile sold by [[Aloras Corrington]], and shoots and befriends [[Marissa Callahan]] in dueling class. When he returns to his room, he finds a letter from his mother.&lt;br /&gt;
&lt;br /&gt;
== Chapter 11 - Enchantment ==&lt;br /&gt;
&lt;br /&gt;
Corin has a class about [[attunements]], and starts working on some items for Jin, and goes to the climber's court where he sees [https://wiki.abidanarchive.com/index.php/Simon a young masked man carrying a large sword and a doll]. While there, [[Lars Mantrake]] tells him about his upcoming test and of a curse on [[Selys-Lyann]], his sword.&lt;br /&gt;
&lt;br /&gt;
Later that day, he gets his test team put together, containing Corin, Sera, Patrick, Marissa, and Jin. In preparation for the test, he enchants a demi-gauntlet, but makes a mistake that nearly costs him his hand.&lt;br /&gt;
&lt;br /&gt;
== Chapter 12 - Testing phase 1 ==&lt;br /&gt;
&lt;br /&gt;
After fixing his gauntlet, Corin recruits Marissa, and gets to know her better. Then it is time for their first practical test, which begins with a dark room containing 6 torches, a fountain with a key, and a monster that shows up with the dark. After solving the room and defeating the monster, Jin is instantly eliminated by an fire breathing statue in the next room, which Corin survives due to his sword. Corin is eliminated later in this room, after covering himself with ice from his sword.&lt;br /&gt;
&lt;br /&gt;
== Chapter 13 - Liminal Phase ==&lt;br /&gt;
&lt;br /&gt;
Corin wakes from a vision of a previous wielder of [[Selys-Lyann]], after nearly dying from the cold he pulled from the sword. Once he is recovered, he goes to [[Professor Vellum]], who bans him from using his sword in future simulations. Then, he discusses the test with the rest of his team. Sera tells them about her and Mara's experience, including a colorful telling of an encounter with a dragon. After the discussion, they creates a wish list of items for the next test.&lt;br /&gt;
&lt;br /&gt;
Later, Corin attends a class on [[enhancement elixers]] and meets with Vellum again to discuss enchantment ideas. They finalize their item selling partnership and she tells him that he should think about other ways to solve his money problem.&lt;br /&gt;
&lt;br /&gt;
== Chapter 14 - Test Prep ==&lt;br /&gt;
&lt;br /&gt;
Corin goes to the climber's court and meets [[Derek Hartigan]], a friend of Tristan's, who invites him to a [[survival match]]. There, he talks to Lars about providing items to sell. He then realizes what Vellum meant by &amp;quot;solving his money problem&amp;quot; and asks her how to make [[mana crystals]]. She provides him with some casings and tells him his to use them.&lt;br /&gt;
&lt;br /&gt;
After a scare where he uses a lot of his mental mana, he takes Sera to go see Derek's survival match. Since his partner dropped out, Sera joins him in the match. In the match, [[Elora Theas]], Derek's former partner, summons a [[Wyvern]], a [[karvensi]] (in addition to the house's [[Ogre]], which Sera makes [[Summoner#Bindings|summoner bindings]] with. The match ends with Derek knocked out of the ring and Sera unconscious and badly mana drained but victorious.&lt;br /&gt;
&lt;br /&gt;
== Chapter 15 - Recovery ==&lt;br /&gt;
&lt;br /&gt;
Corin takes care of Sera while she recovers from her match, then goes to Vellum with an idea for a [[Mana Watch]], who helps him patent it and make a prototype.&lt;br /&gt;
&lt;br /&gt;
Later, Patrick delivers some money and a commission from Sera. He also asks Corin to make him his [[retainer]] so Patrick will have sufficient social standing to ask Sera to the [[winter ball]], which Corin accepts. When Corin meets with Sera to discuss her commission, she makes it clear that he should not make family decisions without her, and claims she already has a date for the winter ball.&lt;br /&gt;
&lt;br /&gt;
== Chapter 16 - Testing Phase 2 ==&lt;br /&gt;
&lt;br /&gt;
After a lecture on the other nations, Jin asks Corin to the Winter Ball, which he accepts. Then, they meet to discuss the second test, and Corin hands out items to everyone. He made upgraded shield sigils for everyone, a lens of weak true seeing for Jin, a Gauntlet of Punching for Mara, and spell enhancement gauntlets for Sera and Patrick. He also made himself [[Transference Sword|a sword that used transference mana]].&lt;br /&gt;
&lt;br /&gt;
The first test rooms were the same as the previous test, except swapped, so Corin switched out immediately for Mara, who had experience with the room he ended up in. A few minutes later, Jin swaps out for Corin after defeating the shadow monster. The room behind the door without the fire statues consisted of a vine throne, a crown, a key, a sword, and vine-covered walls. [[Vanniv]] flies Corin in to get the crown, but picking up the crown causes a simulated tyrant in gold to appear. The tyrant then attacks Corin and Vanniv, shrugging off their attacks, and breaking Corin's nose.  It fades just before killing Vanniv, leaving them in an empty, blank room in the middle of an earthquake, which Orden informs then is an attack on the city.&lt;br /&gt;
&lt;br /&gt;
== Chapter 17 - Assault ==&lt;br /&gt;
&lt;br /&gt;
After telling Corin and his friends about the attack on the city by [[Katashi]], Orden teleports then to near Katashi. Orden loans Corin a [[ring of regeneration]] to deal with his concussion from the tyrant construct, then [[Jonathan Teft|Teft]] protects them from the shock-wave from one of Mizuchi's attacks, nearly overwhelming him. Corin and his friends then wipe out an group of monsters, leaving Jin injured. &lt;br /&gt;
&lt;br /&gt;
Once past the army, Corin talks to Katashi, who heals Jin, raises Mara to Carnelian, and tells Corin that his brother, Tenjin, had been kidnapped, and to bring Vera Corrington to the tower within one week, or he will send a much larger army against the city. Katashi then gives Corin a [[brand]] that will explode if he fails.&lt;br /&gt;
&lt;br /&gt;
== Chapter 18 - Reconnaissance ==&lt;br /&gt;
&lt;br /&gt;
After the attack, they notice that the city [[environment shield]] is down, opening them up to attack. On the way back from the tower, Corin and his friends meet Orden and Teft in Orden's &amp;quot;Safe Place&amp;quot; to discuss the whole [[Tenjin]] situation, from before Corin's judgment to the present. Orden tells Corin that she is an observer for the visages, or a [[Whisper]], and that the Voice of the Tower was an associate of hers. They plan to take Corin, Orden, Teft, Vera, Sera, and Jin on the tower expedition.&lt;br /&gt;
&lt;br /&gt;
== Chapter 19 - Borrowed Memories ==&lt;br /&gt;
&lt;br /&gt;
I'm preparation for his upcoming spire expedition, Corin goes to the Climber's Court, where he talks to Lars and buys a [[return bell]], a flask of endless water, a temperature controlling cloak, and a flameless lantern. Corin then goes to the divinatory, where he finds Jin and meets [[Researcher]]. While there, he searches for information on Vera, and acquires the [[Jaden Box]].&lt;br /&gt;
&lt;br /&gt;
When they leave, Orden is waiting with Derek (who shows Corin that he is an emerald), not Teft. After talking to Sera, they decide to allow Derek to accompany them. They then go pick up Vera, who Corin convinces to join willingly after they deliver [[Echion]] to a train station. She tells them about her encounter with Tenjin, mentioning that Elora Theis and an emerald level swordsman, who sounds suspiciously like Derek. She also mentions that Echion was very powerful.&lt;br /&gt;
&lt;br /&gt;
On their way into the spire, Sera releases her weaker contacts and advances to Carnelian, Corin sets up his [[Return Bell#Anchor|return bell anchor]], and Orden gives Derek a return ring.&lt;br /&gt;
&lt;br /&gt;
== Chapter 20 - Serpents ==&lt;br /&gt;
&lt;br /&gt;
Corin's group enters the spire, and through a room with 3 [[slimes]] which drop 3 life mana crystals and a pickaxe when Corin and Sera kill them. Next comes a room full of keys, where they spend several hours finding keys to unlock doors and a chest which contains a [[blue serpent styled key]], which Orden takes. Next is a room full of icicle spear traps and a pool of acid. When they open the door at the end of a secret passage, massive winds blow them all down the hallway. Sera blocks the winds long enough for them to get back to the icicle room, but doing so pushes her mana well into dangerous territory, and takes her voice. Derek goes ahead and blocks the wind with a massive golem body, then helps Orden disable the wind runes. The next room is a [[safe room]] with a [[mana fountain]].&lt;br /&gt;
&lt;br /&gt;
== Chapter 21 - Venom ==&lt;br /&gt;
&lt;br /&gt;
After Sera recovers a little, Corin discovers that Derek's &amp;quot;return ring&amp;quot; is actually a [[Ring of Derek Controlling|control ring]], and that Orden has been trying to prevent Corin from completing his mission. When Corin calls her out, she explains her role as one of Tenjin's kidnappers and her future plans, and Vera explains that Echion is a test subject with a God-Beast attunement.  When the conversation goes south, Corin, Vera, Sera, and Jin flee through a room with a giant spider. After defeating the spider, the next room is full of fire breathing statues. Sera drinks Corin's [[Attunement Primer|mysterious attunement liquid]], starts glowing, gains a massive amount of ice mana, and regains her voice. When checking her mana level, Corin realizes that her attunement has completely changed, but without any increased capacity. They then go through the flame room and down the staircase into the room where they are supposed to meet Katashi, as Orden appears in front of them.&lt;br /&gt;
&lt;br /&gt;
== Chapter 22 - Permafrost ==&lt;br /&gt;
&lt;br /&gt;
Orden teleports into the room, attacking immediately. With her massive mana reserves, Sera summons Vanniv and her Wyvern to fight Orden. Unfortunately Orden takes control of the Wyvern. Between Sera, Jin, Vera, Corin, and Vanniv, they have the situation reasonable under control until Derek breaks his way through the door behind them. Corin distracts Derek briefly, then Jin, who is apparently a sunstone, knocks out Orden and puts her under a sleep spell. Derek almost defeats the rest of them until Sera summons [[Seiryu]], although the effort nearly kills her. Seiryu then freezes Derek long enough for Corin to remove the ring, after which Derek faints and Seiryu vanishes. Jin then shoots Vera in the back.&lt;br /&gt;
&lt;br /&gt;
== Chapter 23 - Finishing Moves ==&lt;br /&gt;
&lt;br /&gt;
When Jin doesn't have enough bullets to finish murdering Vera, Corin distracts him before he can finish her off with a dagger. Jin explains that he is from East Edria, but not a spy or a traitor, and that his family is descended from one of the Queen of Dalenos's retainers. He also explains that he is murdering Vera in order to get katashi to carry out his attack because of the potential threat of God-Beast attuned. Corin then fights Jin, explodes Jin's Phoenix Sigil into his chest. Vanniv then knocks Jin out, then un-summons himself. Corin then uses the life gems from the slimes to enchant a rock of regeneration, then uses some of the splattered blood and the [[Jaden Box]] to summon Katashi. Katashi then heals Vera, absorbs her and Orden's memories, and tells Corin that his brother is working with Orden. Before closing off the spire, Katashi heals Sera, turns Corin's [[Brand]] into an [[attunement]], gives Sera his sword [[Ceris]], and teleports Sera, Corin, and Derek near Keras, who &amp;quot;owes&amp;quot; Katashi. Upon Corin's arrival, Keras disarms him with a chicken leg.&lt;br /&gt;
&lt;br /&gt;
== Epilogue - Cadence ==&lt;br /&gt;
&lt;br /&gt;
After telling Keras his story, Corin shares a meal with Keras, who was patrolling the Edrian boarder for Katashi. The next morning, Corin wakes up to a fight between Keras and Derek, which Corin defuses. As they head back, they realize that Sera's condition is bad. Her attunement has changed to something neither Keras nor Derek recognizes, and has no mana, and she can't speak at all. On the train ride back, Corin decides not to attempt to find Jin. They find Patrick and Mara waiting at the spire, and decide that they all will stay at Derek's house. Once there, Derek tells them about how [[Elora Theas|Elora]] attempted to recruit him. That night, he writes the [[The Voice of the Tower]], threatening to expose them. They reply quickly, saying that they were working with Orden, but had a falling out. The Voice then says that he is Corin's brother, [[Tristan Cadence|Tristan]].&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=On_the_Shoulders_of_Titans/Summary&amp;diff=7413</id>
		<title>On the Shoulders of Titans/Summary</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=On_the_Shoulders_of_Titans/Summary&amp;diff=7413"/>
		<updated>2023-12-09T13:59:14Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a chapter-by-chapter summary of [[On the Shoulders of Titans]]. We hope it will make it easier for find specific parts of the book, as well as a quick refresher to those who don't have the time for a re-read.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right;limit=2&amp;quot;&amp;gt;__TOC__&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chapter 1 - Well, that was unexpected ==&lt;br /&gt;
&lt;br /&gt;
After reading in [[Trials of Judgment]] that [[The Voice of the Tower]] claims to be his brother, Corin asks his mother for a meeting and tells Sera and Patrick about it. The next morning (afternoon), Keras and Derek have a sparring session, which ends when Keras terrifies [[Tavare]]. Corin then discusses Jin's betrayal with Derek and decides not to alert the authorities. Derek also gives Corin a [[Signaling Stick]] and tells him that his new attunement is probably either a [[Restricted Attunement]] or an [[Ascended Attunement]]&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Marissa Callahan]]&lt;br /&gt;
* [[Keras Selyrian]]&lt;br /&gt;
* [[Derek Hartigan]]&lt;br /&gt;
* [[Tavare]]&lt;br /&gt;
* [[The Voice of the Tower]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 2 - Special Training ==&lt;br /&gt;
&lt;br /&gt;
Corin and Marissa convince Keras to help with their training, and Corin tells Lars about his adventure in the spire. Later, Corin visits Researcher, who tells him that he has the [[Arbiter]] attunement, and a little about how it works in addition to giving him some ideas for helping Sera heal her mana scarring. He also discovers a tracking enchantment in his room.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Marissa Callahan]]&lt;br /&gt;
* [[Keras Selyrian]]&lt;br /&gt;
* [[Lars Mantrake]]&lt;br /&gt;
* [[Researcher|Researcher 437-C]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 3 - Mismatch ==&lt;br /&gt;
&lt;br /&gt;
In Teft's Dueling class, Corin's team gets split in two and has to go against one another in a colored-tile duel as the first part of their final exam. Both Sera and Marissa are limited in their current capabilities from their injuries, with Teft offering Sera a passing grade in case she chose not to take part due to her severe mana scarring, which she refuses. Corin and Marissa defeat Patrick and Sera, with Sera making a last ditch effort of getting Corin and Marissa eliminated together with herself. They also watch Rupert Kent and Desmond Vyres win against Kyra Dyson and Loria Marshall. Teft gives Sera a lower grade than if she hadn't participated.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Marissa Callahan]]&lt;br /&gt;
* [[Jonathan Teft]]&lt;br /&gt;
* [[Kyra Dyson]]&lt;br /&gt;
* [[Loria Marshall]]&lt;br /&gt;
* [[Rupert Kent]]&lt;br /&gt;
* [[Desmond Vyers]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 4 - Restricted Attunements ==&lt;br /&gt;
&lt;br /&gt;
Corin visits Prof. Vellum, who identifies the potion he gave Sera as an [[Attunement Primer]] solution. He also discovers [[Sheridan Theas]]'s name when looking into mana scarring, and asks Derek to plan a meeting, and asks Keras for some information to trade. Keras also tells Corin that some [[Vae'kes|Children of the Tyrant]] are in Valia, and ways to spot them and their agents.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Marissa Callahan]]&lt;br /&gt;
* [[Keras Selyrian]]&lt;br /&gt;
* [[Derek Hartigan]]&lt;br /&gt;
* [[Blanche Vellum]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 5 - Options ==&lt;br /&gt;
&lt;br /&gt;
Corin goes downstairs, and finds Teft, who is guarding them while Keras and Derek are gone. The next morning, Keras and Derek tell him that someone blew up the Grand Cathedral of [[Dalenos]], as well as making other attacks on political and religious buildings. They also note that the spire is closed, and that nobody can get in or out. Later, they all empty out the [[Jaden box]], which has a lot stuff in it, including [[Silverbrand]], a teleporting dagger with a black aura that runs off, a communication earring, a [[ring of jumping]], and a necklace of anti-Derek-controlling. Keras uses some silver from the Jaden box to make [[Bright Reflection]], which Corin helps him to enchant.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Marissa Callahan]]&lt;br /&gt;
* [[Jonathan Teft]]&lt;br /&gt;
* [[Keras Selyrian]]&lt;br /&gt;
* [[Derek Hartigan]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 6 - Two Heads are Better than One ==&lt;br /&gt;
&lt;br /&gt;
[[The Voice of the Tower]] offers proof that it is really [[Tristan Cadence]], and Corin starts planning for a meeting. Later, Corin and Marissa bargain with a [[jorogumo]] and fight a hydra in Marissa's monster hunting class.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Marissa Callahan]]&lt;br /&gt;
* [[Tristan Cadence]]&lt;br /&gt;
* [[Sir Tanath]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 7 - Overdoing it Just a Tad ==&lt;br /&gt;
&lt;br /&gt;
In preparation of [[Sheridan]]'s visit, Corin transfers his rock of regeneration into a bracer, then makes a [[Mana Regeneration items|Mana Regeneration Bracer]]. In doing so, he greatly overuses his mana, causing his hand to go numb.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 8 - Sorcery Scars ==&lt;br /&gt;
&lt;br /&gt;
After determining that no permanent damage was done to his hand and waiting for it stop hurting, Corin trades his mana watch to Sheridan for Sera's healing. Sheridan immediately performs Sera's first operation, and gives Corin a business card for future contact.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Sheridan Theas]]&lt;br /&gt;
* [[Derek Hartigan]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 9 - Rest and Recovery ==&lt;br /&gt;
&lt;br /&gt;
Following Sera's surgery, Corin starts to do some research on divination magic.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
&lt;br /&gt;
== Chapter 10 - Difficult Questions ==&lt;br /&gt;
&lt;br /&gt;
In preparation for the second part of Teft's during final, Corin and Marissa spar with Keras, who defeats then handily. Later, Corin has a class with a [[Controller]], in which he reaches Carnelian in his [[Arbiter]] attunement. After speaking with researcher regarding his attunement, Corin talks to Jin in the hospital.&lt;br /&gt;
&lt;br /&gt;
;Characters&lt;br /&gt;
&lt;br /&gt;
* [[Corin Cadence]]&lt;br /&gt;
* [[Sera Cadence]]&lt;br /&gt;
* [[Marissa Callahan]]&lt;br /&gt;
* [[Patrick Wayland]]&lt;br /&gt;
* [[Keras Selyrian]]&lt;br /&gt;
* [[Professor Yang]]&lt;br /&gt;
* [[Researcher|Researcher 437-C]]&lt;br /&gt;
* [[Jin Dalen]]&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Defying_Destiny&amp;diff=7412</id>
		<title>Defying Destiny</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Defying_Destiny&amp;diff=7412"/>
		<updated>2023-12-09T13:58:14Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}{{Book&lt;br /&gt;
|cover=&lt;br /&gt;
|caption=&lt;br /&gt;
|series=War of Broken Mirrors&lt;br /&gt;
|prequel=Stealing Sorcery&lt;br /&gt;
|setting=[[Mythralis]]&lt;br /&gt;
|release_date=2019-09-10&lt;br /&gt;
}}&lt;br /&gt;
Defying Destiny is the third book in the [[War of Broken Mirrors]] series.&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Publisher Description ==&lt;br /&gt;
It’s been almost a year since the Trials of Unyielding Steel.&lt;br /&gt;
&lt;br /&gt;
When [[Lydia Hastings|Lydia]] gets a lead on the whereabouts of [[Jonathan Sterling]], she concludes her training with a legendary immortal sorcerer and puts a plan in motion for his capture.&lt;br /&gt;
&lt;br /&gt;
Near Selyr, [[Taelien Salaris|Taelien]] reunites with an old friend — [[Wrynn Jaden]], the legendary Witch of a Thousand Shadows — and meets with Jonan to make a deal.&lt;br /&gt;
&lt;br /&gt;
[[Jonan Kestrian|Jonan]], of course, has other concerns. His master, the legendary [[Aayara Haven|Lady of Thieves]] herself, has given him a new assignment — one that hints at world-shaping events, if he can survive the mission. He’ll partner with [[Velas Jaldin|Velas]], but she has her own problems to deal with, including a revelation that will test where her loyalties truly lie&amp;lt;ref name=&amp;quot;goodreads&amp;quot;&amp;gt;''Goodreads''[https://www.goodreads.com/book/show/50855568-defying-destiny]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Book Summary ==&lt;br /&gt;
''For a chapter-by-chapter summary, see [[Defying Destiny/Summary]]''&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
== Available Editions ==&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
==Notes ==&lt;br /&gt;
References&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Sytennia&amp;diff=7411</id>
		<title>Sytennia</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Sytennia&amp;diff=7411"/>
		<updated>2023-12-09T13:56:07Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Country&lt;br /&gt;
|Continent=[[Kaldwyn]]&lt;br /&gt;
|Leader=''unknown''&lt;br /&gt;
|Visage=none&lt;br /&gt;
|Spire=none&lt;br /&gt;
|Capital=''unknown''&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Sytennia''' is one of the smaller nations in [[Kaldwyn]]. &lt;br /&gt;
&lt;br /&gt;
Due to not having access to a [[Soaring Spires|spire]] within their own nation, Sytennians typically do not get [[attunements]]. Instead Sytennia sends out expeditions into the [[Unclaimed Lands]] more frequently than other nations, with the intent of aquiring [[Crystal Marks]] from the various crystal shrines and elemental temples instead&amp;lt;ref name=&amp;quot;aa4-11&amp;gt;''The Silence of Unworthy Gods'' Chapter 11&amp;lt;/ref&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
[[Category:Kaldwyn]]&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Unclaimed_Lands&amp;diff=7410</id>
		<title>Unclaimed Lands</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Unclaimed_Lands&amp;diff=7410"/>
		<updated>2023-12-09T13:55:58Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Kaldwyn&lt;br /&gt;
|Continent=[[Kaldwyn]]&lt;br /&gt;
|World=[[Venaya]]&lt;br /&gt;
|Series=[[Arcane Ascension]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Unclaimed Lands''' lay in the heart of Kaldwyn. &lt;br /&gt;
&lt;br /&gt;
The [[Seventh Spire]] is located in the heart of the Unclaimed Lands themself, with the [[Sorcerer's Spire]], where [[Warren Constantine]] resides, to the north.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are various crystal shrines and elemental temples in the Unclaimed Lands, which can be challenged to acquire a [[Crystal Marks]], a practice [[Sytennia]] is known for&amp;lt;ref name=&amp;quot;aa4-11&amp;gt;''The Silence of Unworthy Gods'' Chapter 11&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
References:&lt;br /&gt;
&lt;br /&gt;
[[Category:Kaldwyn]]&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7409</id>
		<title>Essence Sorcery</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7409"/>
		<updated>2023-12-09T13:53:36Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Essence sorcery is the main method of [[magic]] on [[Dania]]. &lt;br /&gt;
&lt;br /&gt;
== Basics==&lt;br /&gt;
&lt;br /&gt;
The basis of the magic is a person absorbing the high levels of ambient essence into their body to form a 'completed Dianis Point'. For example essence sorcerers can go to an area with a high level of air essence and absorb it and compress it to form an air Dianis Point.&lt;br /&gt;
&lt;br /&gt;
== Dianis Points ==&lt;br /&gt;
&lt;br /&gt;
There are seven Dianis Points that can be formed. A completed Dianis Point is a crystalline structure that automatically fills itself up over time with the same type of essence that was used to make it. This provides a steady, reusable source of essence. The seven Dianis Points are: the heart point, the viewing point, the breathing point, the sword point, the shield point, the advancing point and the retreating point. Each Dianis Point can cause the essence compressed within to act differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart (Heart) - The Heart Point connects to all the other Dianis Points in the body to allow for the mixing of essence.&lt;br /&gt;
&lt;br /&gt;
Breathing (Throat) - The Breathing Point can passively absorb very small amounts of essence of the same type that is in the Point, allowing for passive development.&lt;br /&gt;
&lt;br /&gt;
Viewing (Forehead) - The Viewing Point modifies perception based on what essence is in the Point.&lt;br /&gt;
&lt;br /&gt;
Sword (Dominant Hand) - The Sword Point influences striking power and offensive magic based on the type of essence in the point. Makes projecting essence attacks of its type easier.&lt;br /&gt;
&lt;br /&gt;
Shield (Off-Hand) - The Shield Point provides a passive defense based on the type of essence in the point. Makes forming defensive and healing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
Advancing (Dominant Foot) - The Advancing Point provides speed or mobility based on the type of essence in the point. Makes forming movement and buffing techniques using its type easier.&lt;br /&gt;
&lt;br /&gt;
Retreating (Off-Foot) - The Retreating Point provides stealth and concealment abilities based on the type of essence in the point.  Makes forming stealth and debuffing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Essence Sorcerers have levels of development that relate to how much essence they have compressed into their Dianis Points. This compression can be done on a singular point or spread out across multiple. &lt;br /&gt;
&lt;br /&gt;
=== Essence Layer / Core Layer ===&lt;br /&gt;
The first three levels are all under the Essence Layer, sometimes called the Core Layer. The levels are: Candle, Torch and Hearth. The only requirement for advancing in this layer is increasing the amount of compressed essence that is in the sorcerers Dianis Points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Candle &lt;br /&gt;
&lt;br /&gt;
:* Candle level is reached by completing one Dianis Point. For Danian natives this is largely automatic. &lt;br /&gt;
&lt;br /&gt;
:* Reaching Candle gives the sorcerer an internal essence sense which allows for a interacting with the internal the internal essence structure. Reaching Candle also improves the sorcerer's external essence sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Torch&lt;br /&gt;
&lt;br /&gt;
:* Torch level is reached by completing three Dianis Points or having the same amount of compressed essence in a smaller number of points.&lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will have a [[Destiny Dream]] upon reaching Torch level which will give them a mark with a special ability. The Destiny Mark they get is based on their essence types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hearth&lt;br /&gt;
&lt;br /&gt;
:* Hearth level is reached by completing six Dianis Points or having the same amount of compressed essence in a smaller number of points.&lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will be able to make spirit bonds, connecting their own Dianis Points to someone else's allowing for the essence in the two points to be mixed by either sorcerer. They can also just draw on the essence from their partner's connected Dianis Point. These spirit bonds form a strong connection between the two entities. It is also possible to connect two of the essence sorcerer's own Dianis Points together to allow for mixing between different points that they could not normally mix.&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7408</id>
		<title>Essence Sorcery</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7408"/>
		<updated>2023-12-09T13:52:49Z</updated>

		<summary type="html">&lt;p&gt;AST: /* Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Essence sorcery is the main method of [[magic]] on [[Dania]]. &lt;br /&gt;
&lt;br /&gt;
== Basics==&lt;br /&gt;
&lt;br /&gt;
The basis of the magic is a person absorbing the high levels of ambient essence into their body to form a 'completed Dianis Point'. For example essence sorcerers can go to an area with a high level of air essence and absorb it and compress it to form an air Dianis Point.&lt;br /&gt;
&lt;br /&gt;
== Dianis Points ==&lt;br /&gt;
&lt;br /&gt;
There are seven Dianis Points that can be formed. A completed Dianis Point is a crystalline structure that automatically fills itself up over time with the same type of essence that was used to make it. This provides a steady, reusable source of essence. The seven Dianis Points are: the heart point, the viewing point, the breathing point, the sword point, the shield point, the advancing point and the retreating point. Each Dianis Point can cause the essence compressed within to act differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart (Heart) - The Heart Point connects to all the other Dianis Points in the body to allow for the mixing of essence.&lt;br /&gt;
&lt;br /&gt;
Breathing (Throat) - The Breathing Point can passively absorb very small amounts of essence of the same type that is in the Point, allowing for passive development.&lt;br /&gt;
&lt;br /&gt;
Viewing (Forehead) - The Viewing Point modifies perception based on what essence is in the Point.&lt;br /&gt;
&lt;br /&gt;
Sword (Dominant Hand) - The Sword Point influences striking power and offensive magic based on the type of essence in the point. Makes projecting essence attacks of its type easier.&lt;br /&gt;
&lt;br /&gt;
Shield (Off-Hand) - The Shield Point provides a passive defense based on the type of essence in the point. Makes forming defensive and healing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
Advancing (Dominant Foot) - The Advancing Point provides speed or mobility based on the type of essence in the point. Makes forming movement and buffing techniques using its type easier.&lt;br /&gt;
&lt;br /&gt;
Retreating (Off-Foot) - The Retreating Point provides stealth and concealment abilities based on the type of essence in the point.  Makes forming stealth and debuffing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
Essence Sorcerers have levels of development that relate to how much essence they have compressed into their Dianis Points. This compression can be done on a singular point or spread out across multiple. &lt;br /&gt;
&lt;br /&gt;
=== Essence Layer / Core Layer ===&lt;br /&gt;
The first three levels are all under the Essence Layer, sometimes called the Core Layer. The levels are: Candle, Torch and Hearth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Candle &lt;br /&gt;
&lt;br /&gt;
:* Candle level is reached by completing one Dianis Point. For Danian natives this is largely automatic. &lt;br /&gt;
&lt;br /&gt;
:* Reaching Candle gives the sorcerer an internal essence sense which allows for a interacting with the internal the internal essence structure. Reaching Candle also improves the sorcerer's external essence sense.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Torch&lt;br /&gt;
&lt;br /&gt;
:* Torch level is reached by completing three Dianis Points or having the same amount of compressed essence in a smaller number of points.&lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will have a [[Destiny Dream]] upon reaching Torch level which will give them a mark with a special ability. The Destiny Mark they get is based on their essence types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hearth&lt;br /&gt;
&lt;br /&gt;
:* Hearth level is reached by completing six Dianis Points or having the same amount of compressed essence in a smaller number of points.&lt;br /&gt;
&lt;br /&gt;
:* The sorcerer will be able to make spirit bonds, connecting their own Dianis Points to someone else's allowing for the essence in the two points to be mixed by either sorcerer. They can also just draw on the essence from their partner's connected Dianis Point. These spirit bonds form a strong connection between the two entities. It is also possible to connect two of the essence sorcerer's own Dianis Points together to allow for mixing between different points that they could not normally mix.&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Crystal_Marks&amp;diff=7407</id>
		<title>Crystal Marks</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Crystal_Marks&amp;diff=7407"/>
		<updated>2023-12-09T13:30:12Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Crystal marks are a method of accessing [[magic]]. They can be granted by the Gateway Crystals or elemental temples which can only be found in the Unclaimed Lands on the continent of [[Kaldwyn]]. Generally these marks only give a single essence type and they act as a middle-ground between [[Dominion Sorcery]] and [[Attunement|Attunements]] as they can draw on the bodies resources like Dominion Sorcery but only after using the slowly recharging mana pool that the mark grants like an Attunement. Crystal marks tend to grow slower than Attunements as they have no functions or secondary benefits like extra mana types.&lt;br /&gt;
&lt;br /&gt;
Crystal marks are generally considered inferior by the people of Kaldwyn but many of the stronger Attuned get a crystal mark to supplement their abilities. Like Dominion Sorcery, crystal marks have an efficiency so that the caster may have a ratio of (for example) 10:1 so for casting a 20 mana spell they would only spend 2 mana. Crystal marks have a more static efficiency than a Dominion Sorcerer. &lt;br /&gt;
&lt;br /&gt;
The nation of Sytennia often ventures to get crystal marks from the Unclaimed Lands as they lack a [[Soaring Spires|Soaring Spire]] to obtain Attunements from.&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7406</id>
		<title>Essence Sorcery</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7406"/>
		<updated>2023-12-09T12:14:39Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Essence sorcery is the main method of [[magic]] on [[Dania]]. &lt;br /&gt;
&lt;br /&gt;
== Basics==&lt;br /&gt;
&lt;br /&gt;
The basis of the magic is a person absorbing the high levels of ambient essence into their body to form a 'completed Dianis Point'. For example essence sorcerers can go to an area with a high level of air essence and absorb it and compress it to form an air Dianis Point.&lt;br /&gt;
&lt;br /&gt;
== Dianis Points ==&lt;br /&gt;
&lt;br /&gt;
There are seven Dianis Points that can be formed. A completed Dianis Point is a crystalline structure that automatically fills itself up over time with the same type of essence that was used to make it. This provides a steady, reusable source of essence. The seven Dianis Points are: the heart point, the viewing point, the breathing point, the sword point, the shield point, the advancing point and the retreating point. Each Dianis Point can cause the essence compressed within to act differently.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heart (Heart) - The Heart Point connects to all the other Dianis Points in the body to allow for the mixing of essence.&lt;br /&gt;
&lt;br /&gt;
Breathing (Throat) - The Breathing Point can passively absorb very small amounts of essence of the same type that is in the Point, allowing for passive development.&lt;br /&gt;
&lt;br /&gt;
Viewing (Forehead) - The Viewing Point modifies perception based on what essence is in the Point.&lt;br /&gt;
&lt;br /&gt;
Sword (Dominant Hand) - The Sword Point influences striking power and offensive magic based on the type of essence in the point. Makes projecting essence attacks of its type easier.&lt;br /&gt;
&lt;br /&gt;
Shield (Off-Hand) - The Shield Point provides a passive defense based on the type of essence in the point. Makes forming defensive and healing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
Advancing (Dominant Foot) - The Advancing Point provides speed or mobility based on the type of essence in the point. Makes forming movement and buffing techniques using its type easier.&lt;br /&gt;
&lt;br /&gt;
Retreating (Off-Foot) - The Retreating Point provides stealth and concealment abilities based on the type of essence in the point.  Makes forming stealth and debuffing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7405</id>
		<title>Essence Sorcery</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Essence_Sorcery&amp;diff=7405"/>
		<updated>2023-12-09T12:14:08Z</updated>

		<summary type="html">&lt;p&gt;AST: Created page with &amp;quot;Essence sorcery is the main method of magic on Dania.   == Basics==  The basis of the magic is a person absorbing the high levels of ambient essence into their body to form a 'completed Dianis Point'. Essence sorcerers can say go to an area with a high level of air essence and absorb it and compress it to form an air Dianis Point.  == Dianis Points ==  There are seven Dianis Points that can be formed. A completed Dianis Point is a crystalline structure that autom...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Essence sorcery is the main method of [[magic]] on [[Dania]]. &lt;br /&gt;
&lt;br /&gt;
== Basics==&lt;br /&gt;
&lt;br /&gt;
The basis of the magic is a person absorbing the high levels of ambient essence into their body to form a 'completed Dianis Point'. Essence sorcerers can say go to an area with a high level of air essence and absorb it and compress it to form an air Dianis Point.&lt;br /&gt;
&lt;br /&gt;
== Dianis Points ==&lt;br /&gt;
&lt;br /&gt;
There are seven Dianis Points that can be formed. A completed Dianis Point is a crystalline structure that automatically fills itself up over time with the same type of essence that was used to make it. This provides a steady, reusable source of essence. The seven Dianis Points are: the heart point, the viewing point, the breathing point, the sword point, the shield point, the advancing point and the retreating point. Each Dianis Point can cause the essence compressed within to act differently.&lt;br /&gt;
&lt;br /&gt;
Heart (Heart) - The Heart Point connects to all the other Dianis Points in the body to allow for the mixing of essence.&lt;br /&gt;
&lt;br /&gt;
Breathing (Throat) - The Breathing Point can passively absorb very small amounts of essence of the same type that is in the Point, allowing for passive development.&lt;br /&gt;
&lt;br /&gt;
Viewing (Forehead) - The Viewing Point modifies perception based on what essence is in the Point.&lt;br /&gt;
&lt;br /&gt;
Sword (Dominant Hand) - The Sword Point influences striking power and offensive magic based on the type of essence in the point. Makes projecting essence attacks of its type easier.&lt;br /&gt;
&lt;br /&gt;
Shield (Off-Hand) - The Shield Point provides a passive defense based on the type of essence in the point. Makes forming defensive and healing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
Advancing (Dominant Foot) - The Advancing Point provides speed or mobility based on the type of essence in the point. Makes forming movement and buffing techniques using its type easier.&lt;br /&gt;
&lt;br /&gt;
Retreating (Off-Foot) - The Retreating Point provides stealth and concealment abilities based on the type of essence in the point.  Makes forming stealth and debuffing techniques using its essence easier.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Dania&amp;diff=7404</id>
		<title>Dania</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Dania&amp;diff=7404"/>
		<updated>2023-12-09T11:43:22Z</updated>

		<summary type="html">&lt;p&gt;AST: Created page with &amp;quot;Dania is a continent located on the world of Venaya. It is the primary setting of The Lost Edge series.  Essence Sorcery is the main method of accessing magic on Dania and Dania possesses a stunning number of essence types, not just essences relating to the Prime and Deep Dominions but also complex hybrid combinations.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dania is a continent located on the world of [[Venaya]]. It is the primary setting of [[The Lost Edge]] series.&lt;br /&gt;
&lt;br /&gt;
[[Essence Sorcery]] is the main method of accessing magic on Dania and Dania possesses a stunning number of essence types, not just essences relating to the Prime and Deep Dominions but also complex hybrid combinations.&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
	<entry>
		<id>https://wydds.wiki/w/index.php?title=Enchanting&amp;diff=7403</id>
		<title>Enchanting</title>
		<link rel="alternate" type="text/html" href="https://wydds.wiki/w/index.php?title=Enchanting&amp;diff=7403"/>
		<updated>2023-12-09T11:34:54Z</updated>

		<summary type="html">&lt;p&gt;AST: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are four styles of enchanting that have been shown in the books to date with enough detail for us to understand part of what is going on. For the two Kaldwyn styles listed below they are not canon names but named to distinguish between the two more clearly.&lt;br /&gt;
# Dominion Bonding&lt;br /&gt;
# Dominion Marking&lt;br /&gt;
# Kaldwyn Modular Runes&lt;br /&gt;
# Kaldwyn Sub-Glyph Containers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Enchanting ==&lt;br /&gt;
All enchanting relies on adding essence into an item and then manipulating that essence to generate a spell effect.&lt;br /&gt;
&lt;br /&gt;
All items have an '''enchanting capacity''' which determines how much essence an item can hold without exploding.&lt;br /&gt;
&lt;br /&gt;
=== Dominion Bonding ===&lt;br /&gt;
The most simplistic type of enchanting which consists of flooding an item with a certain type of essence and then casting a ''calling'' spell on it, binding that spell to the item&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Simple to do&lt;br /&gt;
* Has the additional benefit of including some of the capabilities of the person casting the spell&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Limited to ''calling'' spells only. No shaping spells.&lt;br /&gt;
* Limited to a single spell, complex spells are mono-essence limited, no keys from other dominions&lt;br /&gt;
* Flooding the item with essence uses all the Enchanting Capacity&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dominion Marking ===&lt;br /&gt;
The second type of enchanting that we encounter in the series. We know far less about this style, but it is capable of more complex effects than Dominion Bonding. We do know that it requires a person be capable of creating a ritual.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Capable of multiple effects simultaneously&lt;br /&gt;
* Capable of complex spells, allowing for spells with keys from multiple dominions&lt;br /&gt;
* Highly efficient at using the enchanting capacity of items&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Requires a caster capable of controlling the ritual to create a dominion marked item&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kaldwyn Modular Runes ===&lt;br /&gt;
The enchanting style that [[Corin Cadence]] learns about in [[Sufficiently Advanced Magic]]. Where each component of the enchantment's function is a single rune: activation, capacity, recharge, function, keys, etcetera. This style is notable for dueling canes and shield sigils which primarily use this style. There are even some compound runes that use this style, like the combined capacity and recharge runes shown in [[The Torch that Ignites the Stars]].&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Due to the modular nature this style is easily upgradable&lt;br /&gt;
* Capable of making highly complex spell effects&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Each rune uses some of the enchanting capacity of the item, meaning that to accomplish the same effect as a dominion marked enchantment can require 2-3 times as much enchanting capacity depending on the complexity of the enchantment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kaldwyn Sub-Glyph Containers ===&lt;br /&gt;
The enchanting style that [[Corin Cadence]] learns about in [[The Torch that Ignites the Stars]]. This style is the foundation for more complex items like [[Selys Lyann]] or even [[Attunements]] as it utilizes sub-glyphs. This style involves creating a container rune which is filled with a ''set'' amount of essence. Once filled a knowledge-essence spell is cast that allows the enchanter to ''program'' the container rune with sub-glyph sequences which determine how the essence will be shaped by the enchantment.&lt;br /&gt;
&lt;br /&gt;
'''Pros'''&lt;br /&gt;
* Editable&lt;br /&gt;
* Configurable&lt;br /&gt;
&lt;br /&gt;
'''Cons'''&lt;br /&gt;
* Requires knowledge of the sub-glyph language&lt;br /&gt;
* Fixed Power on each rune, you cannot upgrade a container to provide it more essence&lt;br /&gt;
* May be limited to what is known about Modular Runes if the enchanter doesn't have more sub-glyph examples to draw from&lt;br /&gt;
* Requires the enchanter be capable of casting knowledge-essence spell to write the sub-glyph sequence&lt;br /&gt;
* Each container can only use one essence type&lt;/div&gt;</summary>
		<author><name>AST</name></author>
	</entry>
</feed>