School: Poison Branch: Toxomancy - The control of poisons, toxins, hazardous substances and diseases. >All these things can be referred to in a spell as simply a "toxin", even though not everything the spell affects is technically a toxin. For a substance to be eligible it must be toxic to the species the caster or a subject involved (for instance, most infectious mosses cant affect elves, but an elf can control it if it is being transferred. to or from a golem). >All spells under this School affect all of these substances unless specified otherwise, Toxomancy cannot directly destroy Toxins it is affecting. Absorb Toxin - Via the use of magic, toxins can be transferred from a host or object to a living host that is an animal. Whether that be the caster or not, fully dead tissue can be used but is extremely hard to use and plants just as hard as the latter. Infuse Toxin - From a living host a poison, toxin or disease can be temporarily infused into a distinct mass, for instance a gas, liquid or object. However if the poison is biological in nature it will be magically ejected from the mass if it is a solid. (this does not cause an explosion but instead an explosion of the disease coving the immediate area in a kind of barely noticeable mist) Crystallize Toxin A spell preformed through ritual movements and incantations which can crystallise toxins, through attracting instances of a specific toxin from a local mass. (toxins in solids are harder to accumulate than those in liquids, toxins in say flesh where liquid is involved just need to be extracted through the flesh's liquid medium (aka blood)) Forming a water soluble crystal (unless the toxin has a crystalline state which is not water soluble, then its just a non-soluble crystal), the toxin is essentially frozen to do this, this process does not damage the affected toxin (so diseases turned into crystals do not die in this state), if the toxin is dissolved in water the affected toxin turns back into its default state. It is not as efficient as toxin absorb when it comes to removing a disease from a living host. Diagnose Toxin The caster enters a state of meditation and focus and then scans along an object and obtains the name and approximate level of the greatest proportion of toxin within the form being scanned (assuming it is known). This technique can also be used to identify other toxins present in the form being scanned as long as they are not in amounts which could be considered non-dangerous, although this requires more time and effort. If the caster does not know the name of one of the toxins the caster will still be able to recognise it as distinct, even being capable of differentiating between multiple different toxins that the caster is unaware of. The caster is also able to identify if two separate masses share the same toxin even if the caster does not know about the toxin. Delay Toxin Effect ("Enchantment" for toxins) Through the power of dance (and sometimes a bit of blood to sacrafice) a Toxin, a specific one is affected within a body so that its effects do not take shape until a later date. This is dependent on the severity and quantity of the affected disease or toxin. This does not cause a toxin shock where all the time the toxin was not active have not accumulated, instead its just neutralizing the affliction. For instance a skin infection will cease spreading and causing active itching, or joint swelling a result of arsenic poisoning will not start until a later date. This does not freeze the toxin in place either, it can still flow around, its just it cannot affect the host and acts as a neutral agent. Scholarize Toxin The spell scans a toxin by delving into the aether, whether that be dreamspace or some other magical realm in order to catch glimpses of the history of a disease, from when it first afflicted creatures until today. With a focus on recent history as through that symptoms and possible weaknesses can be discerned. Study of the magically reactive disease is done through the use of Delay Toxin Effect, which is used to delay the violent reactions of the disease so that it wont be volatile while magic is being used on it. Thus it can be studied in relative safety especially by one as powerful as Mykearn, whose magical skills and supply of slaves to sacrifice is vaster than any other in the region Mistify Toxin Similar to Crystalize Toxin, but instead of Crystalizing it, it turns it into a mist that can be influenced through reapplication of the spell (although it alone cannot cause the spell to go in any new direction with great speed, at least without becoming inefficient), if the toxin cannot naturally become a mist (such as non-airborn diseases) it will rapidly condensate or deposit back into its natural state through either contact with non-gaseous surfaces or turning into hail or rain like particles (depending on the density and mass, low density gases will usually just float to the ground and collect in a liquid or solid form). The level of how dense the gas is (as long as this does not turn it into a liquid through overapplication of pressure) can be altered by the caster, so for instance you could have 60% arsenic concentration vs .02% arsenic concentration depending on if the caster wants higher or lower concentrations. Move Toxin Causes a toxin to move within a medium in a certain direction and in a certain way as the caster wishes, its effectiveness increases exponentially with the concentration of the toxin. (somebody with a minor cough could maybe be shoved a bit, while crystalized toxins can be waved about) This spell cannot however change the state of a toxin by itself, nor can it say mend a solid toxin outside of conventional reactions. Sun Maddness - Base Attributes >Custom Disease >Inflicts only the spiritual mind but can take physical form >Lingers in the soul, pretending to be a sting of frustration or fear >Effects activated upon being exposed to excess light on the level of the sun. >can be cures via immersion in darkness + use of plague magic to force the disease into the material plane Effects upon viewing the sun include: >euphoria >the desire to protect >effects are reversed upon thinking of insects but come back if it is not actively thought about >anger activated upon being released from the intense light >feeling of satisfaction after the effects end naturally Effects end after a certain period, and come under cooldown until a later date Plague Upgrade: Sun Maddness - Infection Vector Sun maddness lacks proper infection methods, as it is a spiritual disease at its base. >disease infects others via conversation. If the soul of the infected is near to another and they are having conversation the soul leaks out some of the virus into the air, where it then dematerializes into the souls of others.