Path of the Berserk Sandworm

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Maniamancy (Fury Magic)

Practitioners of this form of magic can use the bloodwrath of the sandworms to their advantage, turning it off and on at will. Most users of this magic are very physically oriented and are frequently referred to as "Berserkers."

The Steps of Madness

Bloodwrath taps into the well of fury in any soul and brings it to the surface. While in a state of bloodwrath, the caster feels no pain and loses conscious thought and memory, acting entirely on instinct-driven emotion. This spell requires the tooth of a predator, which is consumed in the casting.

Limit Fury shortens and limits the extent of Bloodwrath. Instead of completely removing conscious thought, Limit Fury places it on the back burner of the mind and grants the caster the ability to both remember and influence thier actions, though they are still largely controlled by instinct. This spell requires a predator's tooth, which is consumed in the casting.

Lunatic High is one of the more frightening steps on the path. It causes the caster to feel pleasure in place of pain, as well as increase their physical prowess proportional to the amount of physical harm they've taken. This spell requires a survaria flower thorn, which is consumed in the casting.

Fever Pitch grants the caster the same state-of-mind as Limit Fury, but also allows the caster the willpower to turn off the bloodwrath if so desired. This spell requires the tooth of a predator and a bay leaf, both of which are consumed in the casting.

Berserk increases the caster's speed and strength threefold while inflicting them with all the effects of bloodwrath as in Limit Fury. This spell requires the tooth of a predator and a mint leaf, both of which are consumed in the casting.

Mindwipe, mainly useful in a martyrdom situation, removes all thought and consciousness from the caster, replacing it with fury and instinct. The caster feels no pain and will continue to fight even long after a normal human would be dead. The caster will remain in this state until a full day has passed or they are slain. This spell requires a piece of a Pain Unicorn's horn.

Sandworm's Soul inflicts the caster with the frightening instincts of a sandworm: kill, feed, repeat. Casters of this spell will grow claws of bone and sharp fangs and will devour enemies they slay. When under the effects of this spell, casters are often confused with half-shifted weresharks. This spell requires the tooth of a sandworm.

The Steps of Transformation

Bone to Blade allows the caster, through deeper understanding of human anatomy, to change their physical bone structure. This is usually rather disturbing to watch, as well as effective in combat. By shaping their bodies into blades, a caster is always effectively armed. This spell requires the caster's hunting knife, which is melded with the caster's body during casting. It is returned when the spell ceases.

Blood to Bile changes the caster's blood to the highly-acidic bileblood of a sandworm. This makes the caster's blood capable of dissolving through flesh, bone, metal, and a variety of other materials. The caster is immune to their own blood. This spell requires the caster to cut themselves with their hunting knife. The blood is consumed in the casting, and the knife is unharmed.

Skin to Stone transforms the caster's flesh into a tough, leathery material, which--while certainly not stone--is close enough. The caster's skin is now tough enough to repel arrow and dull blades. This spell requires a shard of granite, which is consumed in the casting.

Self to Sandworm inflicts the caster with bloodwrath, then transforms their physical form into that of a sandworm. This spell requires a survaria flower thron and a sandworm's tooth, both of which are consumed in the casting.

Regeneration causes the caster to rapidly heal damage they've taken. Wounds knit and mend before the eyes. However, deep physical trauma (such as losing a limb) or major elemental damage (third-degree burns) cannot be healed by this spell. This spell requires a handful of herbs, which are consumed in the casting.

Greater Regeneration does what Regeneration cannot, mending rent limbs and major burns iwth ease. This spell requires a pouch of herbs mixed with ashes of fallen Hunters (ash-water will suffice), all of which is consumed in the casting.

The Steps of Striking

Blindfight is not so much fighting blind as it is fighting while instinctively knowing where your opponents are. As such, this spell works while blindfolded, against magical concealment, during sensory overload, and other such situations. This spell has no physical component, just that the csater must willingly give up one of their senses (either sight, touch, or scent) during the duration of the spell.

Blindstrike causes the next opponent struck by the caster to lose a sense. The name "blindstrike" stems from the fact that the most-frequently denied sense is sight, though multiple applications of this spell can strip an opponent of all their senses. This spell's physical component is a redberry's juice, which is dripped upon the item to strike with.

Blindside allows the caster to distract an opponent, whether it be with a flash of light, a sound, or a sudden movement just outside their range of vision. This usually allows the caster to attack at a highre chance of success, though (infrequently) this spell is used to escape. This spell requires a reflective object, which is consumed in the casting.

Sneak Attack causes the csater to become invisible for five seconds, as well as inflict them with al lthe effects of Limit Fury. This spell requires a shard of quartz.

Ambush grants the caster the burrowing power of the Sandworms, allowing them to attack their opponent, unseen and unheard, from an unexpected angle. This spell requires a burrowing animal's claw, which is consumed in the casting.

Mindcrush allows the caster to inflict an opponent with a variety of afflctions. First, the target suffers all ill effects of Bloodwrath. Second, they lose all sensory input. Third, and finally, they are struck with a sudden, instinctual urge to flee. This spell requires a Pain Unicorn's horn.

The Culmination

Bloodworm's Corruption transforms the caster into a mighty sandworm, thirsty for blood. All who look upon the transformed caster are struck with fear and immediately lose their sense of sight. The caster gains all powers of Skin to Stone and Lunatic High, is healed as through Gretaer Regeneration, and is inflicted with Berserk. This spell requires a sandworm's tooth dipped in the blood of a fallen opponent, a survaria flower thorn, and a mint leaf, all of which are consumed in the casting.